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Release 1.63 - March 20th, 2025 - Advanced RTX Global Illumination Middleware | Quest Run-time switches to OpenXR | Triangle Visibility Buffer with Programmable MSAA | Ephemeris running on low end mobile devices | Particle System UT now runs on Adreno Devices with lower storage buffer limits

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@manas-kulkarni manas-kulkarni released this 21 Mar 09:51
· 1 commit to master since this release
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Release 1.63 - March 20th, 2025 - Advanced RTX Global Illumination Middleware | Quest Run-time switches to OpenXR | Triangle Visibility Buffer with Programmable MSAA | Ephemeris running on low end mobile devices | Particle System UT now runs on Adreno Devices with lower storage buffer limits

Advanced RTX Global Illumination Middleware

Over the last three years we developed a solution for Global Illumination based on the RTX / DXR interfaces. This development was fuelled by the games that will use this solution. We are adding it to our arsenal of graphics middleware, which is not publicly available. In case you want more information, please drop us a note.
Here is a feature list and screenshots:

  • New sky shading model for more accurate GI
  • Normal texture generation from depth
  • Single pass depth hierarchy from FSSR
  • Screen space ray marching for evaluation of screen space GI
  • Single bounce hybrid ray tracing for GI
  • Multi bounce GI with probe volume cascades
  • World and frustum GPU hash implementation for samples accumulation
  • Denoising with reprojection and a weighted blur
  • Batching rays for indirect dispatches as an optimization
  • Spatiotemporal reservoir sampling

Following the trajectory of RTX based Global Illumination approaches, this should be the most advanced and already proven system out there ...

Android Samsung S24 Xclipse 940
RTX GI Samsung S24

PS5
RTX GI PS5

Steam Deck
RTX GI Steamdeck

Xbox Series X
RTX GI Xbox Series X

iPhone 15 Pro
RTX GI iPhone 15 Pro

Quest Run-time switches to OpenXR

We made the internal switch to finally use OpenXR. A funfact is that we used and helped to develop OpenXR in projects since about 2016 but never implemented it into our own code base ... only customer code bases.

Triangle Visibility Buffer with Programmable MSAA

This is an oldie but goodie :-) ... I (Wolfgang) wrote several blog posts about it and talked on conferences about it and now we have it in our code base. I remember having been involved at Rockstar Games with developing a programmable MSAA approach on XBOX and PS in 2006 (?), we had examples running with it in our code base over the years. We finally found time to bring it also into our open-source code base inside the Triangle Visibility Buffer.

Android Samsung S21 Mali-G78
Triangle Visibility Buffer with Programmable MSAA on Android Samsung S21 Mali-G78

PS4 Pro
Triangle Visibility Buffer with Programmable MSAA on PS4

PS5
Triangle Visibility Buffer with Programmable MSAA on PS5

Xbox Series X
Triangle Visibility Buffer with Programmable MSAA on Xbox Series X

Quest
Triangle Visibility Buffer with Programmable MSAA on Quest

Debug screenshots
Godray samples 4xMSAA
Godray samples 4xMSAA

VB Shading samples 4xMSAA
VB Shading samples 4xMSAA

Stencil mask 4xMSAA
Stencil mask 4xMSAA

Ephemeris running on low end mobile devices

This was also one of the overdue things. Ephemeris is our skydome system that shipped in game engines before. Most of the time we had it running on PS4 class hardware but now it also supports
low-end mobile phones. It is in our non-public middleware folder. Drop me a note if you want to know more.

Particle System UT now runs on Adreno Devices that do not support bindless Textures

Now there is a fallback for devices with lower storage buffer limits. Also we further optimized the size of the particle data to accommodate more particles in the particle buffer.