Releases: NVIDIA-RTX/NRD-Sample
Releases · NVIDIA-RTX/NRD-Sample
v4.14.2
v4.14.1
v4.14.0
NRD updated to v4.14.0:
- Upscaling: DLSS and NIS related code removed and replaced with
NRIUpscaler
extension (also includes FSR/XeSS support) - Upscaling: added a compile time CNN (legacy) to TNN (fancy transformer) switch for DLSS-SR
- SHARC: switched to
SHARC_SEPARATE_EMISSIVE
to minimize lags - PT: improved
materialID
usage for denoising - PT: fixed
materialID
type (no functional changes) - UI: reflected NRD changes
- CMake: added support for
CMAKE_MSVC_RUNTIME_LIBRARY
coming from the command line - reduced code entropy
- updated deps
v4.12.0
v4.11.3
NRD updated to v4.11.3:
- PT: hooked up
NRD_MaterialFactors
- PT: improved glass
- PT: SHARC usage for specular made lobe-footprint-based instead of "smc"-based
- UI: added "Glass" checkbox, transforming some cubes into glass!
- added
NRD_RESTORE_INITIAL_STATE
switch - added CPU-side performance markers
- better stated geometry flags
- NRI updated to v1.158
- updated deps
- updated tests
v4.11.1
v4.11.0
NRD updated to v4.11.0:
- PT: added 1-bit mask for glass and hair
- PT: fixed dark tails, left by moving emissive objects
- PT: ray offsetting tweaks
- UI: adjustments
- NRI updated to v1.154
- eliminated awkwardness around
materialID
- dropped 3D MV
- improved TAA, also fixed potential ghosting and pixelation, while keeping IQ on glass and hair
- added
USE_CAMERA_ATTACHED_REFLECTION_TEST
v4.10.0
NRD updated to v4.10.0:
- PT: fixed curvature (scaling from matrices was applied incorrectly)
- PT: curvature computed on the fly, using minimal per-primitive data, coming from the CPU side
- PT: simplified curvature usage for hit distance estimation for NRD (removed some hacks)
- UI: added "boost" option, which is available if SHARC is ON (it's a good practice to shorten history by ~30% if SHARC is available)
- hooked new NRD integration features (FP16 promotion and FP32 demotion)
- NRI updated to v1.152
- code improvements
- updated tests
v4.9.3fixed
Same as v4.9.3 but includes a few simple fixes for some major regressions.
v4.9.3
NRD updated to v4.9.3:
- SHARC: lighting model used for cache population switched to "full" model with "true" specular
- SHARC: improved update to keep cache behind the camera alive
- SHARC: fixed energy conservation for Burley diffuse
- PT: fixed energy conservation for Burley diffuse
- PT: fixed glass behavior on top of a PSR-ed surface (fix after fix)
- PT: lighting at PSR decoupled into direct (shadows go through SIGMA) and indirect (goes through NRD)
- PT: indirect lighting at PSR is split into diffuse and specular according to diffuse probability in case of "1 path perf diffuse, 1 path per specular" mode (had wrong energy)
- PT: eliminated visible seams between L1 (prev frame) and L2 (SHARC) radiance caches
- PT: fixed darkening if prev frame reprojection with confidence < 1 ends the path
- PT: metal and non-metal material IDs get used in PSR like in normal frame
- PT: optimizations
- PT: fixed broken mips for indirect rays (were too conservative)
- fixed potential NANs in curvature
- NRI updated to v1.147