Release Notes



  • Subdivision Global Refinment now has a slider, with a minimum value of 0

Bug fixes

  • Fixed crashes when opening intel Sponza scene

  • Fixed “Unnecessary constant array primvar corrupt warning RTX Hydra”

  • Fixed “Sky doesn’t look correct on first add or reload due to texture streaming”

  • Fixed “Hang or long time spent computing tangents for a mesh”

  • Fixed “Primary Ray Visibility on Area Lights under nested transforms is inconsistently applied when reopening scene”

  • Fixed “AOVs cause memory leak”

  • Fixed “Matte objects can result in memory leak”

  • Fixed “‘Visible in primary ray’ setting shows as False by default for DomeLight, but is actually enabled. Should show as True.”

  • Fixed “Linux / Vulkan GPU Memory usage regression”

  • RTX - Real-Time: Fixed “Rect Lights shadows can sometimes lower performance significantly”

  • RTX - Real-Time: Fixed “Crash when enabling ‘Visible in Primary Ray’ on a sphere light and enabling caustics”

  • RTX - Real-Time: Fixed “Even if OmniSurface specular weight is 0, the material appears reflective.”

  • RTX - Real-Time: Fixed “Matte Object rendering has aliased edge”

  • RTX - Interactive (Path Tracing): Fixed “Path Tracing: EXR used in a rectangle light is not visible in reflections”

  • RTX - Interactive (Path Tracing): Fixed “Colorful glitch when viewing backface of matte objects”

  • RTX - Accurate (Iray): Fixed “When Area lights are not visible in primary rays, they block light from other lights.”

  • RTX - Accurate (Iray): Fixed “Volumetric fog units in Iray are treated differently than ‘RTX Real-Time’ and ‘RTX Interactive’”

  • RTX - Accurate (Iray): Fixed “Hangs when changing material graph”

  • RTX - Accurate (Iray): Fixed “Render does not properly respect alpha cutouts”

Known issues

  • Closing the application while a material is loading may hang the application.

  • RTX - Real-Time: SSS sometimes has bright sparkles.



  • RTX Real-Time render settings display names for SSS improved for clarity and added tooltips.

  • Normal input of UsdPreviewSurface now reads normal maps as raw when set to auto instead of sRGB.

Bug fixes

  • Fix “Texture streaming bug; MDL floating point texture normal map not visible”

  • Fix “texture streaming bug for large HDR maps”

  • Fix “AOV memory leak when using matte object in real-time mode”

  • Fix “basisCurves with a normal vertex primvar are not rendered”

  • Fix “Attic scene has bright flashes in RTX Real-Time if loaded after loading some other scenes”

  • Fix “The deletion of a material used by geomsubset causes a crash”

  • Various stability fixes

Known issues

  • EXR map used in Rect Light is broken in “RTX - Interactive (Path Tracing)”.

  • Sky templates’ textures sometimes don’t load fully, must click on its material for it to refresh or disable texture streaming.


Main improvements

  • Improved texture streaming support (many bug fixes)

  • UsdGeomCurve and UsdGeomPoint support (has some limitations)

  • General PrimVar support, including accessing PrimVars in MDL

  • Light Linking support

  • AOV support via USD RenderProduct & RenderVar prims, including in Movie Recorder

  • Improved performance in volumes in Reference Path-Traced mode

  • Improved support for sampling of thousands of lights

  • Improvements in real-time SSS support

  • Improved matte object support (matte shadows & reflections)

  • omni.usd

General improvements

  • PT support for alpha in textured rect lights

  • Support grey+alpha textures

  • Support GPU mesh vertex position updates

  • Use UDIM tile counts instead of width/height in warning messages about Mari-style UDIMs

  • Enable Fast Parallel Light Context Updates

  • Use domelight color when texture is not set

  • Handle non-watertight nested volumes

  • Optix denoiser multiview support

  • Native polynomial fisheye projection in RT

  • Added support for texture cache from servers

  • Return viewZ as depth for synthetic data

  • Auto-enable + auto-config real-time MGPU

  • Support for ‘use back material’ Vray2Sided

  • Added controls for custom irradiance range and display value under mouse pointer

  • Support Camera Lens Models in Picking and Selection Outline passes

  • Disable dome light in refl by default and add an option for Sampled lighting

  • Add support for compute-only ReShade effects

  • Enable exposure clamping by default

  • Various optimizations for material parameter authoring

  • Iray: Added progressive_rendering_max_time setting and default to -1

  • Iray support for matte objects

  • Iray support for backplates

  • Iray: Made light profiles better match RTX for iray

  • Iray: Added support for fisheye lenses in the iray integration

  • Iray vdb volume support

  • Iray: Added Chromatic Aberration and LensFlare postprocessing to Iray.

  • Iray: Add support for curves rendering in iray

  • Iray: Added Iray ground fog settings

  • Iray: Cleaned up lights management in general and added light shaping controls for iray

  • Iray: Expose Iray progression to script

  • Iray: Add “guided_sampling” option to iray render settings

Bug fixes

  • Fix picking shader crash

  • Respect SRGB flag for DDS textures and Typeless DDS Formats

  • Fixed .exr movie capture crash

  • Fix GPU profiler recording regressions, saving to json python, and docs for nsight

  • Fix GI on Debug White material.

  • Fix VRay texture conversion crop/clip bug

  • Fix handling of sbsar archives in MDL entity resolver

  • Add dome light diffuse contribution back in translucent pass for fractional opacity objects

  • Fixing incorrect tonemapper modes: reinhardModifiedToneMap (missing division term) and HejiHableAlu (missing power)

  • Added missing transformation for normals and tangents of skeletal meshes for iray

  • Fix DLSS not available on MGPU fallback case

  • Fix startup crash in GPU profiler

  • Fix several issues with DomeLightData texture uploads

  • Fixed the RT dome light appearance when translucency is disabled

  • Fix picking and selection for wireframe

  • Fixed rendering artifacts in animated meshes with geom subsets


Real-Time mode improvements

  • Sampled Lighting mode has improved handling of translucent geometry

  • Fixed bugs with many-light sampling and multi-GPU

  • Reflections now support indirect diffuse GI

  • Indirect diffuse GI works better and faster than before

  • Improvements for DLSS:
    • Updated to a new version of DLSS

    • Fixed bug with some post processing passes not being aware of DLSS, resulting in incorrect results

    • Fixed texture LOD bias to meet the DLSS requirements

    • Fixed DOF flicker artifacts,

    • Fixed reflections to be sharp where they should be sharp

  • Fixed bugs in multi-GPU that resulted in incorrect blending across the large tiles

  • Fixed crashes with Sampled Lighting mode in multi-GPU mode

General improvements

  • AutoExposure now works as expected

  • Fixed issues with handling of metersPerUnit=1 in volume parameters

  • Fixed a bug in how we dealt with the V texture coordinate flipping, which resulted in normal mapping not matching Iray and other issues. The material templates we provide have been updated to preserve the original look for normal maps, but they will now match across renderers meeting the MDL spec.

  • Disable legacy MDL-in-USD schema by default, behind a setting

  • MDL templates we provide, such as OmniPBR, OmniGlass or UsdPreviewSurface now use a new parameter called ‘enable_opacity’, which the RTX renderer can recognize to determined whether cutout_opacity can have values different from 1.0. This is a convention that we rely on to better optimize for this case without duplicating shader code for materials

  • The UE4 material template will now set material.geometry.normal when clear coat is not used. This matches better how the real-time mode currently expects to find normal mapped normal values.

  • Improved code generation from MDL materials to generate less code and compile faster

  • Material Texture parameters stored in USD (as oppose to MDL files) are now correctly accounted for by the progress bar and the path-traced mode (resulting in rendering accumulation resetting as these texture load)

  • Added two new options to reduced GPU memory usage for textures: one (enabled by default) is to use texture block compression at load time, which can reduce texture memory usage to 1/4 of the original. The other option is a user-controllable setting to set a cap on the size of the texture mip levels to keep after mipmap generation.

  • Improved interactivity by decoupling UI/Main loop and Viewport rendering loops, combined with other tweaks to provide the UI rendering more opportunities to run its workload on the GPU as frequently as needed.

  • We can now handle many more skeletal mesh prims without requiring a command line option to increase descriptor set reservation

  • Light and audio gizmos are now rendered as sprites instead of USD prims

  • Selection outline now does not use rasterization, instead using ray tracing to handle large amounts of geometry as efficiently as the renderer

  • Fixed a bug that resulted in Multi-GPU consuming more GPU memory than it should have

  • Startup time reduction by compiling global shaders in parallel

  • Render Settings UI has been rewritten with new UI framework and cleaned up to be simpler and clearer

  • Some Render Settings defaults have changed: DLSS is now enabled by default in Quality mode, Sampled lighting is automatically enabled in scenes with more than a set number of lights (default is 10).

Known issues or limited functionality

  • Rect Light textures only work in Path-Traced mode and with the Sampled Lighting enabled in real-time mode

  • To load USD stages with more than 256,000 instances add this option to your command line: –/rtx/sceneDb/maxInstances=numberOfInstances