Monday, April 20th 2026

NVIDIA Develops 2-3x Faster Real-Time Path Tracing with Better Image Quality

NVIDIA has developed a new algorithm for path tracing that will make it 2-3 times faster, deliver better visual quality, and improve the robustness of real-time path tracing. Scheduled for a technology demo at the ACM conference on Computer Graphics and Interactive Techniques in May, NVIDIA has found a way to make real-time path tracing a fully realistic rendering process, moving beyond the usual emulation, software denoising, upscaling, and other techniques we use today. Since real-time path tracing is extremely compute-intensive, modern GPUs are still not powerful enough to execute the full path tracing technology in all its potential. Instead, we currently rely on emulations in modern games, implemented across many titles to address this computational demand. Below is the abstract described on NVIDIA's paper page, though the paper itself is not yet available as its publication is scheduled for May. However, note that the technology is still in development, and we have to wait more for it to hit commercial games.
NVIDAAlgorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have explored novel theoretical improvements, but algorithmic improvements and engineering insights toward optimal implementation have largely been neglected. We demonstrate enhancements to ReSTIR PT that make it 2-3x faster, decrease both visual and numerical error, and improve its robustness, making it closer to production-ready. We halve the spatial reuse cost by reciprocal neighbor selection, robustify shift mappings with new footprint-based reconnection criteria, and reduce spatiotemporal correlation with duplication maps. We further improve both performance and quality by extensive optimization, unifying direct and global illumination into the same reservoirs, and utilizing existing techniques for color noise and disocclusion noise reduction.
Users can check out the NVIDIA video demonstration through the link provided here. As one Redditor noted, Dynamic Diffuse Global Illumination (DDGI) in 2019 helped bring real-time global illumination to more games and even current consoles by making dynamic lighting much more affordable. Reservoir-based Spatiotemporal Importance Resampling (ReSTIR) in 2020 was a significant advancement because it made real-time path tracing much more practical by reusing effective light samples instead of recalculating everything from scratch. Now, Reservoir-based Spatiotemporal Importance Resampling for Path Tracing Enhanced (ReSTIR PT Enhanced) in 2026 is expected to push things even further by making path-traced direct lighting and global illumination more accessible to developers. This could enable future games to achieve higher visual quality without requiring extremely powerful hardware.
Sources: NVIDIAResearch, via Reddit
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58 Comments on NVIDIA Develops 2-3x Faster Real-Time Path Tracing with Better Image Quality

#51
cinemaware
evernessinceCrysis (the first) is 1 game, not an industry trend. Games of the time didn't suddenly require a $2,000 GPU in order to run.
And they still don't. There's a nifty feature section on TPU called Performance Benchmark Review. You should check it out sometime. One can learn interesting thing, such as the fact that even alleged unoptimized messes such as the latest Borderlands or Mafia can somehow run 1080p@60 fps - on a lowly 8GB 5060Ti. Not to mention the bigger un's from the mid-range upwards.

Do GPUs cost more these days? Sure, but pretending it has zilch to do with global situation is disingenuous at best.
evernessinceOne game being hard to run is not the same as every AAA title running like doo-doo unless you have a 4090 / 5090 and still having messy artifacts.
I'm sorry that's how things are in the parallel universe you inhabit but here the story’s quite different: see above. This narrative sounds like somebody who has never tried to run Doom on a 386 :), or many subsequent AAA releases on average hardware maxed out.

Also, it always puzzles me that somehow it's ok to uglify a game by dropping all kinds of settings, but having a bit of fuzz via DLSS is a crime against artistry, or something.
evernessincePeople were excited about graphical features back then because most folks could actually afford to buy a GPU that'll run them reasonably, new features would generally run well across the entire GPU stack, you didn't have a gun held to your head basically forcing you to use features required to get decent performance, and they didn't come with image quality degradation drawbacks (remember the crap FXAA took?).
Gun to your head? I get it that you're trying to get out of a jam by using extreme hyperboles, but that really is getting things in a rather comical direction.
Posted on Reply
#52
TheinsanegamerN
BigshrimpLol, you assume a lot, my man. I can complain about the new things, while I enjoy the old things. In fact, I do, as it is more enjoyable than the new things. Anyhow, people will always have different opinions and you can either accept it, or keep trolling others because you don't like their opinions.
The hypocrisy is so think you could cut it with a dull butterknife. Are your opinions beyond reproach?
evernessinceYeah, could be huge assuming the caveats aren't bad (I did notice a difference in the outputs so who knows). Looking through the paper, potential downsides may include:

* Higher VRAM usage for the reservoirs and VRAM bandwidth requirements
* Deep engine integration required (notably beyond what is required for current RT)
* Higher register pressure (capacity, bandwidth, throughput)
* Longer shader compilation times (more complex shaders)
* Over / under estimation of light sources (might be why we see the difference in floor reflection in the last clip of the video.

Basically everything next gen GPUs would solve. Increasing register and cache would improve RT performance in general.

I do wish they moved away from this being temporal.



Saying other people's opinions are valid is wrong?

You are just wholesale attempting to dismiss everyone else's opinions and you don't even bother giving a reason why, let alone an actual argument.



Not sure if you actually read my comment, I did say this could be a good thing (after nothing the visual differences). Not that I've ever used any PT / RT feature. I don't dislike the feature but I do prefer performance and a clean presentation. Art style always trumps graphical fidelity.

If everyone was racing towards realism, games would homogenize visually and a big part of the charm of games has always been the visual style.



This isn't true and we all know it. AAA games are increasingly being designed with upscaling in mind and in some cases being an outright requirement. It's absolutely at least a soft requirement in an increasing number of titles.



This is really a false equivalent on many levels.

Crysis (the first) is 1 game, not an industry trend. Games of the time didn't suddenly require a $2,000 GPU in order to run. One game being hard to run is not the same as every AAA title running like doo-doo unless you have a 4090 / 5090 and still having messy artifacts. Heck I remember running Crysis on my $280 5850 right before I upgraded to something better. The presentation was also a lot cleaner as well. There was no temporal artifacts, smearing, ect. Nevermind that Crysis 1 has a more interactive environment than your average AAA title to this day.

People were excited about graphical features back then because most folks could actually afford to buy a GPU that'll run them reasonably, new features would generally run well across the entire GPU stack, you didn't have a gun held to your head basically forcing you to use features required to get decent performance, and they didn't come with image quality degradation drawbacks (remember the crap FXAA took?).

People used to get notably more performance per dollar gen over gen. That's exciting, that's advancement. It's not advancement when everything gets significantly more expensive every gen.



I did some math using the 5090's Alan Wake 2 PT on vs off, cutting the PT performance hit of PT in half would place the card at 173.9 FPS at 1080p, up from 132.
First off: i apologize, I did read your comment wrong.

Second: the 5850 you used to run Crysis cannot run it at full settings at 1080p. According to reviews from years after the game came out, the HD 7970 was as low as you could go at 1080p max settings and still hit an average of 60 FPS. not minimum, just average. Despite that, the tech the game introduces, like volumetric lighting or ambient occlusion, were not derided as being useless performance hogs.

Sure, some games run poorly today, but theres plenty of games that run great. And if you're not running at full settings, games are easily playable on low end hardware. Even the 5060 can run modern games.

If you really, truly needed a 4090 or 5090 to make games playable, do you really think the PC would be outstripping all consoles combined in software sales? Those two GPUs combined are a whopping 0.5% of the steam market.
Posted on Reply
#53
RejZoR
LastDudeALiveThat's exactly what this is fixing!!!! If this new approach makes PT 3x faster, alternatively, you can do the same speed with 3x less power. This fixes the hardware scaling problem. Look at these numbers and imagine a 3x performance improvement. The 3080 gets 99fps at 1440p. The 5060 gets 72fps at 4k! Imagine that! A 5060 tier card giving you a 4k60 path-traced game. Instead of needing a $3000 GPU (5090) to break 60fps, you just need a $300 GPU.
In theory. Not in practice. In practice they'll release RTX 6060, now for the price of "only RTX 5070", but can do PATH TRACING 3x faster! This isn't to benefit us, this is for them to shittify the product stack. Sorry if I sound grim, but absolutely nothing NVIDIA does is really beneficial to us consumers.
Posted on Reply
#54
Bigshrimp
TheinsanegamerNThe hypocrisy is so think you could cut it with a dull butterknife. Are your opinions beyond reproach?


First off: i apologize, I did read your comment wrong.

Second: the 5850 you used to run Crysis cannot run it at full settings at 1080p. According to reviews from years after the game came out, the HD 7970 was as low as you could go at 1080p max settings and still hit an average of 60 FPS. not minimum, just average. Despite that, the tech the game introduces, like volumetric lighting or ambient occlusion, were not derided as being useless performance hogs.

Sure, some games run poorly today, but theres plenty of games that run great. And if you're not running at full settings, games are easily playable on low end hardware. Even the 5060 can run modern games.

If you really, truly needed a 4090 or 5090 to make games playable, do you really think the PC would be outstripping all consoles combined in software sales? Those two GPUs combined are a whopping 0.5% of the steam market.
All I was really doing was calling you out for trolling and poisoning the discussion with your troll bait comment that had absolutely no substance. How is that hypocrisy?

A little more kindness from you might get you a better discussion that you might actually enjoy. I don't expect any of my opinions to matter to others, including you.
Posted on Reply
#55
Sol_Badguy
evernessinceYeah, could be huge assuming the caveats aren't bad (I did notice a difference in the outputs so who knows). Looking through the paper, potential downsides may include:

* Higher VRAM usage for the reservoirs and VRAM bandwidth requirements
* Deep engine integration required (notably beyond what is required for current RT)
* Higher register pressure (capacity, bandwidth, throughput)
* Longer shader compilation times (more complex shaders)
* Over / under estimation of light sources (might be why we see the difference in floor reflection in the last clip of the video.

Basically everything next gen GPUs would solve. Increasing register and cache would improve RT performance in general.
There has to be a silver lining, after all there's no free lunch.
If the VRAM + bandwidth requirements are indeed bigger they could be mitigated by this:
www.techpowerup.com/348003/nvidias-neural-texture-compression-cuts-vram-use-from-6-5-gb-to-970-mb
But that could eventually lead to nVidia consumer cards being optimized for gaming, that is increasingly meager VRAM uplifts going forward, those who want cards that can do other things (very well) besides gaming will have to pay dearly for the Pro cards.
The problem with this scenario is prices will still be high, so it's not like people would get a "discounted MSRP" each gen because they're only getting compute uplifts but not necessarily VRAM ones too.
evernessinceI did some math using the 5090's Alan Wake 2 PT on vs off, cutting the PT performance hit of PT in half would place the card at 173.9 FPS at 1080p, up from 132.
The whole 2x, 3x could be a spin, like the "4090 performance for $549".
So not literally 2x, 3x the fps obtained with OG PT but lower performance penalty instead.

From here:
www.techpowerup.com/review/pny-rtx-5080-slim-oc/5.html
www.techpowerup.com/review/pny-rtx-5080-slim-oc/9.html
www.techpowerup.com/review/pny-rtx-5080-slim-oc/34.html

Alan Wake 2

5090 - 198.1 fps 1080p
5090 - 119.6 fps 1080p PT (full penalty)
5090 - 153.9 fps 1080p new PT (50% penalty)

119.6 + 28.7% = 153.9 + 28.7% = 198.1
198.1 - 22.3% = 153.9 - 22.3% = 119.6

Black Myth Wukong

5090 - 98.6 fps 1080p
5090 - 78.9 fps 1080p PT (full penalty)
5090 - 88.2 fps 1080p new PT (50% penalty)

78.9 + 11.8% = 88.2 + 11.8% = 98.6
98.6 - 10.5% = 88.2 - 10.5% = 78.9

With DLSS Quality the remaining handicap can be mitigated.
Posted on Reply
#56
z1tu
FrickExactly. If I turn the resolution up my brain tells me "this looks better" (usually). When I turn on PT in CP2077 my brain tells me "this looks different". It doesn't register as better for me.
That's weird, I can definitely see the improvement with PT, have you tried it in Alan Wake 2?
Posted on Reply
#57
evernessince
Sol_BadguyBut that could eventually lead to nVidia consumer cards being optimized for gaming, that is increasingly meager VRAM uplifts going forward, those who want cards that can do other things (very well) besides gaming will have to pay dearly for the Pro cards.
The problem with this scenario is prices will still be high, so it's not like people would get a "discounted MSRP" each gen because they're only getting compute uplifts but not necessarily VRAM ones too.
Typically improvements to compression don't result in smaller texture sizes (as counter-intuitive as that sounds). What ends up happening is that quality and texture size increases and that eats up all the gains.

There's also the question as to how much this technology and other AI technologies will increase VRAM usage as well.

Most likely Nvidia will still be forced to put a reasonable amount of VRAM on their cards. If not just for the fact that the cards being multi-use and their non-gaming performance heavily drive their pricing. It's a huge chunk of why Nvidia has been able to increase prices so much start way back with the 700 series. Having those features is a massive draw.
Posted on Reply
#58
Arcturio
I dont think we will see 2 to 3x gaming fps, path tracing alone doesnt dictate final fps.

I'm looking forward to seeing where this takes us (with a little apprehension).
There has to be monetary advantage for NVidia or progression will stall. It remains to be seen if the response from AMD and Intel will keep the product stack and pricing in check.
How much this benefits us in real terms remains to be seen.


Not forgetting, Moores law is no longer realistic without a huge price increase. So some performance and quality improvements need to come from elsewhere.
As its not easy to extract as high hardware performance per gen now, software optimisation has become key, and not just for our benefit.
Plus the years between generations will probably need extending, otherwise the differences between gens will be small and the backlash big.
Then theres our economic situ...
I'm glad to see progression and that ReSTIR is an open standard.
/waffle
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