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Alexey Panteleev
@more_fps
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Distinguished DevTech Engineer at NVIDIA. NTC, Portal RTX, Q2RTX, RTXDI. Opinions are my own.
Joined July 2019
@BattleAxeVR I'm not an expert on MegaGeo, but AFAIK normal maps are optional there. The Dragon demo that we showed at CES was all geometry (insane amounts of it), no normal maps.
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Next Thursday (Feb. 13) I'll be giving a talk about NTC at Vulkanised 2025. Schedule here: @VulkanAPI
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@voxagonlabs Sounds somewhat similar to how we did it in Q2RTX / Minecraft RTX. See my old blog post about it:
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@DryChicken4 @metalshark If you look at the NVIDIAGameWorks org repositories on GitHub, you'll find more gaming related open source software. Maybe not as exciting as Remix, but it's there.
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@BattleAxeVR You can add the HLSL files to your VS project as "Does not participate in build". Then Intellisense works, and you can click on the output log errors and navigate to errors even without adding the files. Personally I prefer to use Sublime Text for shader editing though.
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Reminder: this session starts in 1 hour. During the session, you will be able to ask questions live. Or reach out via Twitter later.
At #GTC23, we'll present a technical talk about RTX Remix and Portal with RTX. My part is about some interesting and Portal-specific features of the renderer. Streaming on March 21st at 1 PM PDT.
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@MZyanide @MartianDays Yes, it's actually real-time. Conceptually similar to the path tracers in Q2RTX, Minecraft RTX, and now Portal RTX / Remix. We're getting more accurate results with each iteration.
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