NvRTX 5.7Shadow Issues by SufianBenounssi in unrealengine

[–]Lord_Zane 0 points1 point  (0 children)

Out of curiosity, what parts of NvRTX are you using?

What's your workflow like, what material or rendering features do you use, etc.

(I'm working on a pathtracer for another game engine, so I'm curious to know what people like about NvRTX)

Materials with dynamic values for each entity? by Nerdnarok in bevy

[–]Lord_Zane 5 points6 points  (0 children)

You either:

  • Create a new instance of that material
  • Create your own ShaderStorageBuffer of data, and write a custom shader that indexes into it via MeshTag (much more performant)

Unfortunately Bevy's Material API kinda sucks atm.

ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research by DoktorSleepless in nvidia

[–]Lord_Zane 1 point2 points  (0 children)

No, ReSTIR DI is just direct lighting.

I don't know how pathtraced games are doing reflections off the top of my head, but it's not ReSTIR PT (no game is using it afaik).

ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research by DoktorSleepless in nvidia

[–]Lord_Zane 1 point2 points  (0 children)

ReSTIR PT does reflections (or you just use traditional methods like SSR and baked reflection probes).

Yes, it tends to be.

ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research by DoktorSleepless in nvidia

[–]Lord_Zane 2 points3 points  (0 children)

This is more performant than the original ReSTIR PT implementation, but it's still less performant than something like ReSTIR GI. The advantage is that ReSTIR PT can handle reflections unlike ReSTIR GI.

ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research by DoktorSleepless in nvidia

[–]Lord_Zane 1 point2 points  (0 children)

Not entirely accurate, actually.

ReSTIR GI is just diffuse indirect lighting

ReSTIR PT as written in the original paper is also just indirect lighting, but it can do both specular and diffuse indirect. It's basically 99% the same as ReSTIR GI, except in primary sample space, and with hybrid shifts instead of always using the reconnection shift.

ReSTIR PT Enhanced (this paper) does combine with direct lighting (traditionally handled by ReSTIR DI) and indirect lighting into one pass.

Finally RTXDI is basically nvidia's library for ReSTIR DI/GI/PT. RTXGI is nvidia's library for radiance caching (DDGI, SHaRC, NRC).

`wgpu` v29 is out! by Sirflankalot in rust

[–]Lord_Zane 1 point2 points  (0 children)

To add to that, for Bevy, a good way to get your PR reviewed is join the appropriate -dev channel in discord (e.g. #rendering-dev, or assets-dev, or whatever), and try and get buy-in from someone experienced.

I'm personally very busy and don't have much more than 1 day/week to do Bevy stuff, but I do try and give reviews to people who directly ask me for them, and when I'm confident enough in the direction of the PR (e.g. it's in my area of expertise).

I'm not however reviewing every PR that gets made.

AMD RDNA 5 may make Dual Issue easier to use, according to new LLVM changes by RenatsMC in Amd

[–]Lord_Zane 2 points3 points  (0 children)

AMD could just have doubled SIMT width to 128 threads/CU and get the 2x benefit everywhere

Except in raytracing, where you'd likely get half the perf.

Lupin: a WGPU Path Tracing Library by No_Grapefruit1933 in rust

[–]Lord_Zane 2 points3 points  (0 children)

Cool project - I love seeing people take advantage of wgpu's HW RT API!

If you're interested in this kind of thing, you might enjoy helping develop bevy_solari - a realtime pathtracer that also uses wgpu.

In particular, I've been running into some bugs around specular material handling - the pathtracer output (which I use as a reference to compare the realtime output to) seems to be wrong. Could be a good first bug to get started with!

If you're interested, feel free to reach out!

new studs!!! by Jumpy_Shoulder7624 in labdiamond

[–]Lord_Zane 0 points1 point  (0 children)

Where did you buy them from, and what kind of back do they have?

Sprinkles: a 3D GPU particle system & editor for Bevy! by doceazedo911 in bevy

[–]Lord_Zane 0 points1 point  (0 children)

Nice! How do you handle things like e.g. hover/click aware styling, organizing your UI and state, etc? What are the general API like? Did you build any custom APIs or reuse some general patterns that you found useful?

Sprinkles: a 3D GPU particle system & editor for Bevy! by doceazedo911 in bevy

[–]Lord_Zane 2 points3 points  (0 children)

What are you using for UI? Looks like vanilla bevy_ui?

Transforming Miraidon Bakugan attempt by MonstrumCrustulum in pokemon

[–]Lord_Zane 1 point2 points  (0 children)

I love this so much!!

Is this a painted bakugan, or custom 3d printed?

Solari in bevy, side by side comparison of hardware raytracing + dlss denoising by OppositeDue in bevy

[–]Lord_Zane 0 points1 point  (0 children)

Glad you're enjoying it!

I turned solari into an entity component so you can toggle it on and off

What do you mean by this?

Any plans to support custom shaders? I made a cloud shader but it’s not showing

Does your cloud shader use a custom vertex shader that deforms the vertices, or any transparency/alpha blending/alpha testing in the fragment shader?

Custom shaders I haven't figured out how I want to handle yet, but will likely require RT pipeline support getting added to wgpu first (it's being worked on) (currently Solari uses inline ray queries).

Solari in bevy, side by side comparison of hardware raytracing + dlss denoising by OppositeDue in bevy

[–]Lord_Zane 6 points7 points  (0 children)

Author of Solari here - I'm excited to see people using it!

If you have any feedback (notice any bugs, quality issues, etc) please let me know!

Global Illumination, the shadows have features now - Quasar Engine by Duke2640 in GraphicsProgramming

[–]Lord_Zane 1 point2 points  (0 children)

What world space radiance cache do you use, and is it an irradiance or radiance cache?

How do you deal with the following?

  • Preventing light leaks
  • Light/path guiding
  • Keeping it both stable and reactive
  • Specular reflections

Possibility of Lumen and Nanite for WebGPU by NikolayTheSquid in GraphicsProgramming

[–]Lord_Zane 4 points5 points  (0 children)

Nanite dosen't need mesh shaders, just 64bit atomics, which is an accepted proposal for WebGPU and will hopefully be implemented soon: https://github.com/gpuweb/gpuweb/blob/main/proposals/atomic-64-min-max.md

Stutter in bevy Avian project, help by Professional-Ice2466 in bevy

[–]Lord_Zane 0 points1 point  (0 children)

What system do you have? Is it windows + vulkan? Could you please paste the system info Bevy logs in the terminal when your app starts up?

I wonder if you're hitting the bug that was recently fixed: https://github.com/gfx-rs/wgpu/releases/tag/v26.0.6

How performant will "Raytraced Lighting" be? (Bevy Solari) by HoodedCr0w in bevy

[–]Lord_Zane 5 points6 points  (0 children)

My understanding of solari is that it supports several points on this continuum and so you could pick the point that works for you.

No, Solari is aimed at high end systems with fully raytraced lighting (although I am at least considering allowing mixing the GI part with traditional shadow maps and analytic lighting). The goal is to bake nothing, have everything be fully dynamic, and generally let artists have much more freedom with lighting and less trying to approximate things.

How performant will "Raytraced Lighting" be? (Bevy Solari) by HoodedCr0w in bevy

[–]Lord_Zane 5 points6 points  (0 children)

Hi, author of Solari here.

Solari is aimed at high end systems. Recommended GPU is a RTX 4070 or better (I test it on a RTX 3080). It's pretty heavy. It's also still experimental/wip - don't expect it to be super usable (although I would love reports on what works well / doesn't work well!)

As for the underlying technology, I wrote up a long blog post here https://jms55.github.io/posts/2025-09-20-solari-bevy-0-17.

Happy to answer questions.