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A Year in the Trenches with UE4 Ray Tracing: Practical Experiences From an Engineer (Presented by NVIDIA)

Evan Hart (Principal Engineer, NVIDIA)

Location: Room 153, South Hall

Date: Thursday, March 19

Time: 10:00am - 11:00am

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Visual Arts

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

Ray tracing has now been available in Unreal Engine 4 for a full year. Deliver Us the Moon and Mechwarrior 5 have already released using this support, and more titles are around the corner. This talk will cover challenges and solutions found in the process of helping these games reach this milestone. The talk will cover an array of optimizations and enhancements, including hybrid translucency, that allow these titles to shine. Additionally, the talk will cover further enhancements designed to help the next wave of content. For those working in UE4, you will gain information on techniques you can integrate today to improve your ray tracing results. For those working with custom code, you will gain insights into the types of algorithms and optimizations that you can use to make your own engine great at ray tracing.


NVIDIA's RTX UE4 branches offer practical solutions to get the most out of your ray tracing project.

Intended Audience

Graphics programmers and those developing in UE4