Nvidia Releases Path Tracing SDK v1.0.0

NVIDIA has announced the release of the Path Tracing SDK v1.0.0, which represents a milestone for RTX technology in integrating path tracing. The corresponding Path Tracing SDK has been added to the NVIDIA GameWorks GitHub page.

The new SDK is a code sample that embodies years of research and experience in ray tracing and neural graphics. It aims to serve as a starting point for path tracing integration, a reference for various integration SDKs, and a tool for learning and experimentation. The basic path tracing implementation is based on the path tracer from NVIDIA Falcor research and ported to the accessible C++/HLSL Donut framework.


  • DirectX 12 and Vulkan back-ends
  • Reference and real-time modes
  • Simple BSDF model that is easy to extend
  • Simple asset pipeline based on glTF 2.0 (support for a subset of glTF extensions including animation)
  • NEE/visibility rays and importance sampling for environment maps with MIS
  • Basic volumes and nested dielectrics with priority
  • RayCone for texture MIP selection
  • Basic analytic lights (directional, spot, point)
  • RTXDI integration for ReSTIR DI (light importance sampling) and and ReSTIR GI (indirect lighting)
  • OMM integration for fast ray traced alpha testing
  • NRD ReLAX and ReBLUR denoiser integration with up to 3-layer path space decomposition (Stable Planes)
  • Reference mode ‘photo-mode screenshot’ with basic OptiX denoiser integration
  • Basic TAA, tone mapping, etc.
  • Streamline + DLSS integration (coming very soon)


  • Windows 10 20H1 (version 2004-10.0.19041) or newer
  • DXR Capable GPU
  • GeForce Game Ready Driver 531.18 or newer
  • DirectX 12 or Vulkan API
  • DirectX Raytracing 1.1 API, or higher
  • Visual Studio 2019 or later

Previously, NVIDIA and CD Projekt Red announced that they would showcase next-generation path-tracing technology in Cyberpunk 2077. This technology, which will be offered as an option in the new version of Cyberpunk 2077, is called “RT: Overdrive” and promises to bring better lighting and shadow quality to AAA games.