All High Definition Render Pipeline (HDRP) features have been improved and some new systems were introduced, including Adaptive Probe volumes and Screen Space Global Illumination (SSGI). Real-time ray traced reflections, ray traced ambient occlusion, and native support for NVIDIA’s Deep Learning Super Sampling (DLSS) allow the demo to run at 4K with image quality comparable to native resolution.
For the protagonist’s highly realistic locks, the Demo team and Unity’s R&D team collaborated on an all-new Hair solution for authoring, importing, simulating, and rendering strand-based hair. It works with any authoring tools that output data in the Alembic format. In Enemies, the team used Maya XGen, and is validating the pipeline with Weta Barbershop.