Unigine 2.20 has just launched, featuring significant upgrades like multithreaded shadow rendering for DirectX 12, expanded DLSS support, and integrated AMD FSR 3.1.3 for enhanced upscaling. It introduces octahedral impostors for better distant geometry representation and boasts improvements in volumetric clouds and global illumination control.
As the industry pushes further into high-quality real-time graphics, how will these advancements in rendering techniques influence the future of open-world game design and player immersion?
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