This is simply a short review of my time spent experimenting with NVRTX, Nvidia’s enhanced branch of Unreal Engine. Their modifications to UE4 included upgraded RTGI methods and denoisers, their RTXDI light sampling scheme, RT caustics and colored shadows (and general translucency improvements), and more. This is my review of their most recent Unreal engine 5 build as of today’s date. I’ll open with my opinion, and then explain the technical details.
Concisely? I feel like Nvidia has essentially given up on NVRTX in any meaningful way. They support systems that are now obsolete and lack any of the next-gen features or enhancements that may still be relevant. There are certainly some upgrades, but they are quite small compared to what could be possible.
I’ll start with every UE5 specific enhancements promised: the support for RT shadows and volumetric fog was not found in any menus (fog, light, environment mixer, etc) or in the project settings. It is instead located in the CVars and appears to be functional but unperformant. Similarly, the SSRT system met to help alleviate shadow discontinuities in nanite geometry was hidden, and when I did attempt to use it, it crashed my client. For previous features, UE5 DDGI did not work as expected and I was unable to make it initialize probes, even when following the tutorial steps and having done it successfully in 4.27. My UE5 client just crashed again but I’ll try to retest RTXGI, it does have many more commands hidden and streamlined like lumen.
RTXDI was what truly excited me. The notion of nigh-unlimited shadow-casting lights alongside lumen was truly exciting, but the reality wasn’t even more sobering as much as entirely confusing. No ‘local’ light, be it point, spot, or rect, appears to work with lumen anymore, even with RTXDI disabled. Directional and sky lights still work, as do emissives, and toggling on and off RTXDI for the former does nothing to that. Essentially, lumen for local lighting is broken in NVRTX at the moment. Furthermore, while ghosting and boiling is fairly improved over 4.27, it is certainly not flawless, and not production-ready in its’ performance cost. Assuming the most recent enhancements to the underlying ReSTIR algorithm are ported to UE5, this may change however.
Any of the previous features or enhancements to 4.27, including caustics, improved translucency, and more, are apparently absent, These were notably systems that epic had absolutely no replacement to, and would have offered an advantage to Nvidia if they could provide them.
In summary, I would advise against using NVRTX for any new project in UE5, in its’ current state. There are perhaps situations where DDGI is useful as a legacy technology, but that is about the extent of things. If NVRTX 5.1 can solve lumen compatibility, bring back RT caustics and refraction enhancements, improve and simplify scalability for RTXDI, and improve the performance of features most recently introduced, then I believe it would be in a state to be more generally considered for projects.