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TAA blends frames together over time, often muddying up the data stream. Switch to SMAA or FXAA if available.
Note: This write-up is based on community patch notes and reverse-engineering of the shader's behavior. Always check the official documentation for your specific game engine. rtgi 01702 release fixed
[Old Architecture: 0.17.0] ---> High Spatial Lag ---> Micro-Stutters & Trails [New Architecture: 0.17.0.2] --> Adaptive Filtering --> Smooth Frame Delivery Stabilized Spatial Filtering TAA blends frames together over time, often muddying
Gilcher attempted to integrate Nvidia's ReSTIR GI algorithm into his shader for this update but faced technical constraints, such as chromatic noise and correlation issues between samples. Instead, he created his own sampling algorithm, which he claims surpasses ReSTIR GI in quality. Always check the official documentation for your specific
Still not perfect in fast-paced games (e.g., Cyberpunk 2077 with heavy camera movement) – occasional laggy updates persist. Also, the fix introduces slight darkening in some indirect specular highlights; you may need to tweak bounceIntensity manually. No HDR UI support yet.
The biggest issue was a frame-pacing anomaly. Players with high-end setups reported micro-stuttering whenever they turned their in-game camera quickly. This occurred because the shader’s spatial-temporal filters were falling out of sync with rapid screen-space changes, forcing the engine to wait for depth calculations. 2. Temporal Ghosting and Lag
TAA blends frames together over time, often muddying up the data stream. Switch to SMAA or FXAA if available.
Note: This write-up is based on community patch notes and reverse-engineering of the shader's behavior. Always check the official documentation for your specific game engine.
[Old Architecture: 0.17.0] ---> High Spatial Lag ---> Micro-Stutters & Trails [New Architecture: 0.17.0.2] --> Adaptive Filtering --> Smooth Frame Delivery Stabilized Spatial Filtering
Gilcher attempted to integrate Nvidia's ReSTIR GI algorithm into his shader for this update but faced technical constraints, such as chromatic noise and correlation issues between samples. Instead, he created his own sampling algorithm, which he claims surpasses ReSTIR GI in quality.
Still not perfect in fast-paced games (e.g., Cyberpunk 2077 with heavy camera movement) – occasional laggy updates persist. Also, the fix introduces slight darkening in some indirect specular highlights; you may need to tweak bounceIntensity manually. No HDR UI support yet.
The biggest issue was a frame-pacing anomaly. Players with high-end setups reported micro-stuttering whenever they turned their in-game camera quickly. This occurred because the shader’s spatial-temporal filters were falling out of sync with rapid screen-space changes, forcing the engine to wait for depth calculations. 2. Temporal Ghosting and Lag