I’ve tried every DXR effect, and they’re all (maybe except RTSSR) suffer from noise or/and ghosting problems:
-Ambient occlusion requires ridiculous amount of samples to look somewhat decent in motion, like 16 or even 32 to eliminate the noise. Performance hit is massive then, which restricts real-time usage.
-Ray-traced shadow’s denoiser creates ‘lag’ between caster and the shadow, leaving their unmatched. Additionally, if the radius is higher than 1, it generates an ugly outline between them. Disabling denoiser and cranking up sample count to the max leads to horrible performance and grainy shadowing, especially with foliage.
-RTGI generates ghosting and noise on moving objects, which are too noticeable to ignore. Changing level to ‘quality’ just swaps the noise pattern and dumps down performance even further.
I’ve tested every possible denoiser setting, radius, motion rejection on and off, different TAA settings, DLAA, resolutions. Nothing really removes all these issues, or the performance cost is too high (Framegen would’ve been a help here, but Unity’s still lacking it for some reason). So the question is: what steps are taken if any to improve denoising for DXR in HDRP?
