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NVIDIA Enhances Path Tracing in Indiana Jones Game with Opacity MicroMaps and BLAS Compaction

May 16, 2025
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Caroline Bishop
May 16, 2025 05:52

NVIDIA’s new path tracing optimizations in Indiana Jonesâ„¢, utilizing Opacity MicroMaps and BLAS compaction, significantly improve GPU performance and reduce VRAM usage.





Introduction to Path Tracing Optimizations

NVIDIA has introduced a series of path tracing optimizations in the game Indiana Jones and the Great Circleâ„¢, focusing on enhancing performance through advanced graphics techniques. According to NVIDIA, the latest optimizations involve the use of Opacity MicroMaps (OMMs) and the compaction of Dynamic Bottom-Level Acceleration Structures (BLASs).

Opacity MicroMaps: A Game-Changer for Alpha-Testing

Opacity MicroMaps are designed to reduce the GPU time spent on ray-tracing alpha-tested objects, such as vegetation models, drastically improving rendering efficiency. By implementing OMMs, NVIDIA managed to cut down the GPU time from 7.90 milliseconds to 3.58 milliseconds during the TraceMain pass on an NVIDIA GeForce RTX 5080 GPU. This optimization pre-calculates the opacity state for micro-triangles, thus minimizing the need for Any Hit Shader (AHS) invocations, which are otherwise computationally expensive.

Compaction of Dynamic BLASs

The compaction of Dynamic BLASs is another crucial optimization that has been applied to the dynamic vegetation models within the game. This process reduces the VRAM requirements significantly, from 1027 MB to 606 MB, by compacting the BLASs after their initial build and before any updates or refits. This ensures that the game’s high-quality path tracing can be maintained even on GPUs with limited VRAM capacity.

Performance and Efficiency Gains

The integration of these optimizations not only accelerates the game’s performance but also ensures better resource management. The reduction in GPU time and VRAM usage allows for a more seamless gaming experience with uncompromised graphical fidelity. These enhancements have been particularly beneficial in vegetation-heavy scenes, where the optimizations have led to a 55% reduction in GPU times for certain rendering passes.

Technical Insights and Implementation

NVIDIA’s implementation of these optimizations involved baking the Opacity MicroMaps on the CPU for static models and utilizing the VK_BUILD_MICROMAP_PREFER_FAST_TRACE flag to further enhance performance. The company also addressed challenges such as prolonged baking times for complex OMMs by setting workload validation parameters to skip overly time-consuming processes.

Conclusion and Future Implications

These advancements in path tracing by NVIDIA demonstrate significant potential for future graphics-intensive applications in gaming and beyond. By reducing computational overhead and optimizing resource usage, developers can achieve higher-quality visuals without compromising performance. The successful deployment of these techniques in Indiana Jones and the Great Circleâ„¢ sets a precedent for similar innovations in upcoming gaming titles.

For further details, please refer to the original article on NVIDIA’s blog.Image source: Shutterstock



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Tags: BLASCompactionEnhancesGameIndianaJonesMicroMapsNVIDIAOpacityPathTracing
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