Posts by Clemens Musterle

    Hi dvoshart

    thanks for sharing your results with us! I think your observation does make sense given how tracking is implemented for the Vive (fixed lighthouses) vs Oculus Rift S (inside out camera tracking) . In case of the Vive you're explicitly calibrating things like floor height for the fixed sensors, while the Rift S has to do an ongoing estimation based on tracking from a moving camera.

    That beeing said, Enscape completely relies on the tracking results given by the respective HMD software - we're not doing any scaling, filtering etc - so unfortunately we can't do anything regarding accuracy issues in that regard.

    Based on a price/performance ratio the RTX 2080ti will definitely give you the most bang for the buck. The Quadro RTX5000 will have a little more memory (16 instead of 11GB), however if loads of memory is the crucial point (might be if you're working with really large scale projects) and budget isn't tight, then I'd say go straight for the Titan RTX or Quadro RTX 6000 with 24GB.

    I think you basically answered this question yourself ;)

    But the truth is - the speed and the easy use of Enscape is the only way [...]

    This aside, we're already optimizing the use case of still images. For example you do have more content visible in reflections and better shading when rendering still images compared to real-time walkthroughs. But constraints like limited gpu memory etc do not allow us to simply scale quality seamlessly from real-time graphics to that of offline calculated renderings yet. We're not compromising quality out of spite, but to be able to offer the performance that makes Enscape such a powerful tool, both for real-time walkthough, still renderings & animations!

    Is it likely that the Qculus Quest will be supported by August 2019? I have a large VR presentation I'd like to do with the Oculus Quest? Otherwise, I will have to settle for the Rift S.

    No, to be completely frank with you, this is not something going to happen anytime soon. However there are multiple workarounds to still use these standalone HMDs with Enscape - either use a pre-rendered stereo panorama, or as Demian suggested 3rd party tools that allow to stream the rendering output directly to the HMD:

    Something which will soon be available for purchase is TPCast Air alongside a modified Oculus Go (the firmware currently needs some modification to work with Air), through which you can actually use Enscape VR itself. You'll only have one controller (instead of the usual two), but you can still navigate around nonetheless using our teleport functionality! TPCast also plans to release their app in the Oculus store, which once approved by Oculus would not require a Oculus Go firmware modification in the first place, so you could just use any existing Go device with Enscape.

    Yes, previous generation GTX cards supporting RTX will also be supported.

    Regarding the issues you've noticed, please bear in mind: This is a Preview version, not to be used in production. We've listed the current limitations of the RTX implementation in detail in the first post of this thread. They will be resolved for the release. Nevertheless it is important to keep in mind: RTX itself will not magically resolve all limitations of real-time rendering. Especially in case of large mirrors you will most likely still be able to spot some compromises/approximations that are done in order to achieve real-time framerates.


    Revit crashes soon after i press the play button. reinstalling the stable version fixes the problem.


    Hi Alex,

    thanks for your report! Did you send feedback with log files after it crashed? This might actually help us figuring out what when wrong. Thanks in advance!

    The grass is having problems, very high even with all the low settings

    Thanks for your report. We could reproduce the issue and will look into this.

    Great to see RTX implementation. Looking forward to the official release. Unfortunately, the current preview build on my GTX 1080 TI (with the latest driver) results in incomplete reflection render, especially for back-side reflections (ones not appearing directly in the viewport). Hopefully a software glitch and not a hardware limitation...

    mirror reflection error

    The RTX reflections work the same way as before. So it is by design that not necessarily all geometry is visible in reflections. Also in case of Sketchup only the front-side material can be considered. However we're working on improving both of these issue - for both RTX and non-RTX implementations.

    Will shadows and AO be part of final 2.6 RT Ray tracing?

    Ray traced shadows will likely come at some point in the future, but are currently not scheduled for 2.6. A separate AO pass is not required in Enscape, so there won't be an option for that.

    but still very unstable and with some bugs for example in the mirror that is all texture non-standard

    Can you please elaborate on that? What exactly behaves differently from previous mirror reflections? As mentioned in the first post there are currently still some limitations like: "Artificial light is not visible yet in reflections and has no effect on indirect lighting", which might of course effect interior scenes a lot.

    EGIE there is a dedicated button to start a rendering AND the option to trigger that via hotkey. You want to make sure you have the Enscape capturing toolbar enabled.

    In addition to that: The standard render hotkey is shift + F11. However if you click on that in the settings you're told to define a new hotkey (that's when you took that screenshot). Just press whatever hotkey you like, which ideally should be a combination of a modifier key (shift, ctrl/strg, alt) + another key.

    Hi thomasvick

    thank you for your thorough feedback report! There should be no siginificant slowdowns in rendering performance in general between version 2.4 and 2.5, except when using very high res textures. However we've introduce textured reflections on quality level Ultra with 2.5, so in case you're working on Ultra this might be something you'd want to check, as it could explain your described behavior.

    Other than that we'd appreciate receiving feedback with log files from you (there's a feedback button on the Enscape ribbon) and if possible the opportunity to have a look at the mentioned Revit project ourselves (all data will of course be handled completely confidential). Getting a first hand look will allow us to figure out what's going on a lot faster, otherwise we can only offer speculations.

    Thanks for your help in advance! :)

    Its a real pain to get rid of unless making the glass completely transparent.

    But that's exactly how a regular glass material should be setup ;) Unless it's some special kind of (frosted) glass opacity should be set to 0% for realistic results (and refractive index should be ~1.5).