Comments (2)
Increasing resolution would be an easy change, but increasing sample count is not, without throwing out the current denoiser, because it's specialized for 1 sample per pixel (same as raytraced shadow denoiser). You can also tweak ray length - shorter rays will have less noisy result.
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while the improvements to rtao would be nice, the actual issue i'm encountering is a bit more subtle. i'm using a 3rd person camera, so the camera and character move together with the character large in frame.
with rtao, the side of the character (cheek, neck, head, etc) is very noisy from the ao.
rtao looks very good everywhere else, except up close to the camera while moving. alternatives for me would be to disable ao for the character, or use a different ao type for the character.
rtao is so much better than screen space methods it's hard not to use.
i made a scene that reproduces the issue and a video showing it happen.
the noise gets lost a bit in video compression, but is very prominent in game.
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