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REDsdk 5.3
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Welcome to REDsdk 5.3!

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API Changes
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For those that directly want to jump into the details, see all API changes here: :doc:`/additional_resources/bk_rn/bk_rn_api_changes/bk_rn_redsdk_53_api_changes`.

.. toctree::
    :maxdepth: 1
    :hidden:

    /additional_resources/bk_rn/bk_rn_api_changes/bk_rn_redsdk_53_api_changes.rst


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Overview of Changes
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The main feature available with REDsdk 5.3 is the integration of the Intel Open Image Denoiser, using extra libraries from Intel that can be loaded up. See the :doc:`/book/subjects/bk_re/bk_re_dn/bk_re_denoising_intel` to jump into the details. Using the Intel Denoiser is performed as a post-processing step, unlike REDsdk's denoiser.

.. figure:: redway_rn_53_denoiser.png
  :align: center
  
  **Redway native denoiser**

.. figure:: redway_rn_53_intel_denoiser.png
  :align: center
  
  **Intel denoiser on the right.**

Among other changes: REDsdk's Metal support has been slightly enhanced, fixing a number of back-end hardware issues. AMD support had to be modified a lot after a few Adrenalin driver issues atfer version 21.4.

REDart has been evolved a lot and continue to be improved both in quality and performance. We can list:

    * Enhanced geometry operations: for adding parts, removing parts, changing materials inside a geometry part. These operations are now faster and avoid the reconstruction of the entire geometry when performed, resulting in a greater interactivity when operating with REDart.
    * Geometry texture atlas sharing: This is a new feature in geometries: identical atlases for different geometries are catched-up and shared automatically.
    * Atmospheric control API: A new ``ART::IAtlas`` interface adds atmospheric controls.
    * Enhanced vertex GI / AO quality: The overall quality of a vertex based GI / AO has been enhanced providing a better look & feel.
    * Enhanced performance: Worked a bit on display performance in complex natural environments.
    * Export Decals from the editor to define fields in landscape environments: Now decal documents from the editor can be exported into scene atlases. These can be used to define fields or sculpt the terrain.
    * PBR native materials: The support for native PBR sources has been added to the ``ART::IMaterial``.
    * Water surfaces and water rendering materials (using editor decals): Water rendering was added and several types of water surfaces can be defined.
    * Planar reflection probes: A new type of probes based on pure planar reflections has been added. Very handy for interior rendering of grounds. Not free in terms of performances but worth it.

.. figure:: bk_rn_53_water_rendering.jpg
  :align: center
  
  **A sample water pool rendering example.**
