Behind the Settings — DLSS 3 & Path Tracing

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Lilayah

CD PROJEKT RED
Welcome to "Behind the Settings" — a new series where we dive into the technical details of our games!

In our first episode, Joao Pedro de Mello (Senior Player Experience Specialist), together with his guests — Cezary Bella (Graphics Programmer), Jakub Knapik (Global Art Director) and Giovanni de Francesco (Senior Technical Lighting Artist), will give you an introduction to the upcoming technology preview of Ray Tracing: Overdrive Mode, included in patch 1.62, by discussing DLSS 3 and path tracing.

 
Ooo I really like BTS stuff like this - very interesting.

Also gosh darn it I cannot WAIT to upgrade my PC… :smart:
 
Welcome to "Behind the Settings" — a new series where we dive into the technical details of our games!
Hello,
thank you for that.

introduction to the upcoming technology preview of Ray Tracing: Overdrive Mode
Interesting. I thought DLSS filled pixels skipped during the rendering of a single frame, not generating averaged frames between them. And that an alternative to it was AMD's fidelity fx, which worked on the level of being a custom shader; still in the context of rendering a single frame.

If I may, I have a wish for one of the following episodes - streaming.
How does red engine 4 handle streaming of such vertical levels - does it use Umbra or something similar?

Thank you for your effort :)
 
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