Nvidia’s RTX Global Illumination SDK v1.0 (RTXGI) is now available to developers. Included in the new ray tracing toolkit are the tools necessary for scalable lighting solutions in-game across any DXR-enabled GPU—including Pascal cards— without “prohibitive run-time performance requirements”.
The idea being that the RTXGI SDK will allow game developers to integrate RTX features that scale from the least intensive illumination to the most glorious (and hard-hitting) in-game lighting you’ve ever laid your eyes on. All without excluding those of us not lucky enough to own the very best graphics cards.
The SDK offers developers access to optimised memory layouts and compute shaders, support for multiple coordinate systems, and hooks for engine and gameplay events to make the most of its dynamic lighting. The idea being that after baking some probes into a scene you can trace and shade rays from active light sources, thus removing the need for too much pre-baked lighting trickery and saving precious dev time.
Can't wait to see how this runs on older hardware!