Redshift Real Time is currently in beta. At this time Redshift RT is most helpful for scenes primarily made up of hard surface models and shaders due to current limitations for things like subsurface and hair shading commonly found with more organic assets. 

At this time, due to the current limitations of Redshift Real Time, it is recommended that RS RT be used with new scenes as you are likely to find incompatibility with many shader networks found in pre-existing scenes. 

Table Of Contents


Redshift Real Time

Render Time: 4s

Redshift Production Bucket

1m 35s

Redshift Real Time

Render Passes: 128

Redshift Production Interactive


Redshift Real Time (RT) is the fastest interactive rendering engine available in Redshift, offering near real time updates. The speed and interactivity or Redshift RT makes it an excellent option for look development, scene layout, and light placement. Additionally, Redshift RT is designed to match Redshift's Production rendering engine as closely as possible, making it ideal for quickly switching back and forth between the two to make the most of each engine's strengths. 

Using Redshift RT

Switching to and using Redshift RT is easy, it can be enabled directly from the Redshift Render View or from the render settings menu as pictured in the images below.

The option to switch the rendering engine from Production to Real Time in the render settings can be found at the top of the Basic Settings section or in the Globals tab of the Advanced Settings.

Quality Settings

When using Redshift RT the only settings that affect render quality are the number of Progressive Passes and the global Trace Depth limits. 

Progressive Passes: 164

Limitations and Unsupported Features

This section is a work in progress

Shading Features

  • Back-Lighting / Translucency
  • Subsurface
    • Single Scattering
    • Multiple Scattering
    • Point Cache Based SSS
  •  Volumes
    • VDB Volumes
    • Global Volume Fog
  • Matte Features
  • Sprite Shader
  • Hair / Fur
  • Displacement
  • Nested Dielectrics
  • Per-Shader Trace Depth Limits
  • User Data
    • Object Level: Supported
    • Vertex Level: Unsupported

Geometry Features

  • Redshift Particle Primitive (other particle types are supported)
  • Proxies

Lighting Features

  • Light Linking

General Features

  • AOVs
  • Depth of Field
  • Motion Blur
  • Point-Based GI
  • Caustics
  • Multi-GPU Support
  • Non-Standard Camera types (Fisheye etc)
  • Maximum Trace Depth: 8
  • Redshift Material Override

Hardware & Software Requirements

  • Windows 10
    • Version 2004+
    • OS Build 19000+
  • Nvidia RTX GPU