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Exploring the Ray Traced Future in 'Metro Exodus' (Presented by NVIDIA)

Oles Shyshkovtsov (CTO, 4A Games)

Ben Archard (Graphics Programmer, 4A Games)

Dmitry Zhdan (Devtech Engineer, NVIDIA)

Sergei Karmalsky (Art Director, 4A Games)

Location: Room 205, South Hall

Date: Wednesday, March 20

Time: 9:00am - 10:00am

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: Video

Audience Level: All

In this session NVIDIA is going to discuss raytracing in Metro Exodus in general and in details. The following topics will be covered:
- stochastic effects are your friends
- non-RT rendering pipeline in Metro. How to improve it with raytracing?
- DXR integration without doing massive changes in the engine
- deferred lighting for hit positions
- Global Illumination: the Holy Grail of computer graphics in less than 1 ray per pixel? Is it possible?
- more rays versus more denoising. What is better?
- denoising - how to denoise at full resolution and full performance? Voodoo magic, tips & tricks
- other raytracing effects

Takeaway

Raytracing integration is not a simple task but it's absolutely possible to achieve good performance in such complicated effects like Global Illumination, but it's important to keep proper balance between tracing and denoising. In addition to greatly improved image quality Raytracing technology allows to simplify content preparation process, what is important for AAA projects.

Intended Audience

Game developers
R&D
Raytracing enthusiasts