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Support DX12&DLSS&RTX IO

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Hi, guys!

Since the RTX 30 series has been annouced offically, would Unigine support DX12, DLSS and RTX IO? If it will, do you have any schedule?

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We are working on the support for DX12 / Vulkan at the moment.

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That is a great news. Maybe support the DLSS at the same time? 

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We will see. In general, we tend not to use vendor-specific technologies.

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On one hand understandable, but on the other hand Nvidia DLSS 2.0 seems to provide a quite significant performance boost. Same is true for Nvidia VR multi-GPU support. No Nvidia fan-boy, but at the moment they are unrivalled in the high-end segment and UNIGINE engine customers for sure are targeting high-end standards.

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RTX ray tracing features and DLSS 2 are IMO "game changer" technologies

I am curious for AMD responses on the subject with the new XBox and PS5

Surely the Unigine team already had some glimpse...

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On 9/4/2020 at 10:23 AM, benoit.andrieu said:

RTX ray tracing features and DLSS 2 are IMO "game changer" technologies

Not sure if this time is here. Until both AMD and NVIDA have something strong enough to ray trace in reasonable FPS on even low consumption low end card (or at least low-middle end), it dost not change much. Actually it makes things more complicated, because you need now to support 2 technologies instead of one (old approach vs hw ray trace) . Once there is such HW, than yes, you can throw away old principles and this will be game changer. But you must be sure, that majority of your customers have such HW. If I can guess, we will need maybe 5 more years, maybe more,  until this happens, not everybody wants 300W TDP monster in his PC.

Personally I see game changers in technologies like various real time global illuminations (to get rid of light baking no matter what scene), virtual texturing and meshes (something like UE5 should do), because it can run on current HW and does not seem platform specific.

 

Edited by demostenes
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I was more curious about Mesh and Aplification shaders, maybe useful for huge objects destruction or mesh particles. Also dependent from supporting hw, so will need to wait for his diffusion in games, the good news is supported from both Nvidia RTX and AMD RDNA2 hw. For custom applications might worth consideration.

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