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Just out of curiosity. What would it take get all the real-time ray tracing stuff from Nvidia into Stride?
We have a big project in VL using the Stride engine and rendering is still behind what it was years ago in vvvv (RIP Superphysical). Especially around shadows, AO and reflections its just not where it should be imho (I don't mean compared to other engines, I mean compared to what is possible using raytracing renderers).
What sort of investment/sponsoring and how much time would it take for someone to make real-time path tracing with DLSS and all that good stuff from Nvidia available in Stride?
As background we are rendering a lot of actually rather simple geometry with only materials, but no textures (since we have deformable geometry). So everything kind of hinges on good lighting, good shadows, good AO, proper reflections, etc.
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Just out of curiosity. What would it take get all the real-time ray tracing stuff from Nvidia into Stride?
We have a big project in VL using the Stride engine and rendering is still behind what it was years ago in vvvv (RIP Superphysical). Especially around shadows, AO and reflections its just not where it should be imho (I don't mean compared to other engines, I mean compared to what is possible using raytracing renderers).
What sort of investment/sponsoring and how much time would it take for someone to make real-time path tracing with DLSS and all that good stuff from Nvidia available in Stride?
As background we are rendering a lot of actually rather simple geometry with only materials, but no textures (since we have deformable geometry). So everything kind of hinges on good lighting, good shadows, good AO, proper reflections, etc.
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