Temporal Denoising

This page describes parameters under the "Temporal" foldout that are specific to RTAO mode.

Reprojection Filter

Defines a reprojection filter used for temporal history fetch. Linear is fast but introduces blur, while Bicubic is slower but much sharper. This option affects only the sharpness of the reprojection, not its effectiveness.

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Performance impact: moderate, activate only if necessary

3X Zoom

Performance impact: moderate

Sample Count

Specifies the number of temporally accumulated frames. More temporal samples lead to better noise reduction with no additional performance cost, while fewer samples make occlusion more reactive.

Use the Temporal Disocclusion debug mode to inspect reprojection. In this mode, freshly disoccluded areas, where no temporal history is available, are marked in red. Accumulation progress is shown in grey, and fully accumulated pixels are displayed in white.

Performance impact: none

Temporal Disocclusion debug mode showing 8 frames of temporal reprojection

Rejection Static

The strength at which occlusion from static objects cast onto dynamic objects is rejected. The higher this value, the lower the speed a moving object needs to reach to trigger rejection. For example, if a character is walking along a wall, this value controls how aggressively the occlusion cast from the wall onto the character is rejected. At low values it is rejected only on a fast-running character; at higher values rejection is triggered even on a slowly walking character. If set to 0, rejection is disabled entirely. It is recommended to keep this value low, as occlusion cast from static objects onto dynamic ones rarely produces strong temporal artifacts.

Performance impact: none

Rejection Dynamic

The strength at which occlusion from dynamic objects cast onto static objects and other dynamic objects is rejected. The higher this value, the lower the speed a moving object needs to reach to trigger rejection. For example, if a character is walking along a wall, this value controls how aggressively the occlusion cast from the character onto the wall is rejected. At low values it is triggered only by a fast-running character; at higher values rejection is triggered even by a slowly walking character. If set to 0, rejection is disabled entirely. It is recommended to keep this value high, as occlusion cast from dynamic objects usually produces the strongest temporal artifacts.

Performance impact: none

Disocclusion Boost

This option is visible only when the Ray Count parameter is set to a value less than 4. In this case, activating it will force Ray Count to 4 selectively for pixels that have no temporal history in the current frame. This can help mitigate excessive noise and speed up temporal convergence in those areas, while maintaining a low overall Ray Count for pixels that have 2 or more frames of accumulated temporal history, which is usually the majority.

Performance impact: moderate

Use Normal Weighting

Specifies whether the difference in surface normals should be considered during temporal history reprojection. This option can mitigate reprojection artifacts (such as the one shown in the screenshot below) where occlusion from one surface leaks onto an unoccluded surface. Such artifacts typically occur on small, irregular geometry.

Performance impact: small

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