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Releases: NVIDIAGameWorks/NRDSample

v4.11.3

03 Jan 05:33
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NRD updated to v4.11.3:

  • PT: hooked up NRD_MaterialFactors
  • PT: improved glass
  • PT: SHARC usage for specular made lobe-footprint-based instead of "smc"-based
  • UI: added "Glass" checkbox, transforming some cubes into glass!
  • added NRD_RESTORE_INITIAL_STATE switch
  • added CPU-side performance markers
  • better stated geometry flags
  • NRI updated to v1.158
  • updated deps
  • updated tests

v4.11.1

11 Nov 08:50
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NRD updated to v4.11.1:

  • PT: added clamping of sampling probabilities for 2nd+ bounces to avoid high energy fireflies
  • UI: adjustments
  • updated tests
  • refactoring

v4.11.0

05 Nov 05:02
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NRD updated to v4.11.0:

  • PT: added 1-bit mask for glass and hair
  • PT: fixed dark tails, left by moving emissive objects
  • PT: ray offsetting tweaks
  • UI: adjustments
  • NRI updated to v1.154
  • eliminated awkwardness around materialID
  • dropped 3D MV
  • improved TAA, also fixed potential ghosting and pixelation, while keeping IQ on glass and hair
  • added USE_CAMERA_ATTACHED_REFLECTION_TEST

v4.10.0

11 Oct 10:49
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NRD updated to v4.10.0:

  • PT: fixed curvature (scaling from matrices was applied incorrectly)
  • PT: curvature computed on the fly, using minimal per-primitive data, coming from the CPU side
  • PT: simplified curvature usage for hit distance estimation for NRD (removed some hacks)
  • UI: added "boost" option, which is available if SHARC is ON (it's a good practice to shorten history by ~30% if SHARC is available)
  • hooked new NRD integration features (FP16 promotion and FP32 demotion)
  • NRI updated to v1.152
  • code improvements
  • updated tests

v4.9.3fixed

07 Sep 12:53
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Same as v4.9.3 but includes a few simple fixes for some major regressions.

v4.9.3

06 Sep 05:50
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NRD updated to v4.9.3:

  • SHARC: lighting model used for cache population switched to "full" model with "true" specular
  • SHARC: improved update to keep cache behind the camera alive
  • SHARC: fixed energy conservation for Burley diffuse
  • PT: fixed energy conservation for Burley diffuse
  • PT: fixed glass behavior on top of a PSR-ed surface (fix after fix)
  • PT: lighting at PSR decoupled into direct (shadows go through SIGMA) and indirect (goes through NRD)
  • PT: indirect lighting at PSR is split into diffuse and specular according to diffuse probability in case of "1 path perf diffuse, 1 path per specular" mode (had wrong energy)
  • PT: eliminated visible seams between L1 (prev frame) and L2 (SHARC) radiance caches
  • PT: fixed darkening if prev frame reprojection with confidence < 1 ends the path
  • PT: metal and non-metal material IDs get used in PSR like in normal frame
  • PT: optimizations
  • PT: fixed broken mips for indirect rays (were too conservative)
  • fixed potential NANs in curvature
  • NRI updated to v1.147

v4.9.1

14 Aug 05:16
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NRD updated to v4.9.1:

  • OCCLUSION: better settings
  • OCCLUSION: added blue noise usage to compensate the lack of temporal stabilization
  • UI: various improvements
  • reworked post processing pipeline
  • quality of life improvements
  • fixed several minor bugs
  • updated deps

v4.9.0

01 Aug 08:33
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NRD updated to v4.9.0:

  • PT: ambient estimation replaced with SHARC radiance cache
  • PT: fixed NANs in hair lighting model
  • PT: added translucency for foliage
  • PT: hair material ID should not be used for PSRs
  • PT: various hair rendering improvements (demodulation, animation, BLAS update)
  • PT: significantly improved ray offsetting
  • PT: better "normal guide" for hair
  • PT: hooked up latest NRD features
  • UI: various improvements
  • DLSS: added dithering after DLSS
  • improved TAA
  • added ability to choose SIGMA variant via a macro switch
  • fixed hair color space mismatch
  • history reset related improvements
  • lots of improvements and bug fixes (nano NRD usage opts, UI, accumulation factors...)
  • reduced code entropy
  • updated deps
  • updated tests
  • refactoring

v4.4.1

27 Dec 05:53
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NRD updated to v4.4.1:

  • SH resolve for noisy signal is skipped in "split screen" mode to avoid darkening on the left side of the screen

v4.4.0

27 Dec 04:33
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NRD updated to v4.4.0:

  • DLSS INTEGRATION: refactoring and improvements
  • PT: VNDF sampling upgraded to v3
  • TAA improvements
  • NIS applied after DLSS, not only TAA
  • returned accidentally lost USE_INF_STRESS_TEST
  • improved sun animation
  • updated tests
  • updated dependencies