RTX Real-Time Settings¶
Eco Mode¶
Setting |
Effect |
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Stop Rendering After This Many Frames Without Changes |
If nothing is updated in the scene, rendering will be paused after this amount of frames, and will resume when a new update is triggered. This mode is useful to save power on laptops.
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Anti-Aliasing¶
Algorithm: Off |
Effect |
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Off |
No Anti-Aliasing
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Algorithm: TAA |
Effect |
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Algorithm |
Temporal Anti-Aliasing
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Static Scaling |
A scaling factor less than or equal to 1.0. If less than 1, upscaling is used.
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TAA Samples |
Higher sample count increases anti-aliasing quality.
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TAA history scale |
Values less than 1 produce smoother result, but may increase ghosting. Values greater than 1 can help reduce ghosting. The recommended range is 0 to 3.
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Algorithm: FXAA |
Effect |
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Algorithm |
NVIDIA Fast Approximate Anti-Aliasing (this is a spatial-only AA algorithm).
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Subpixel Quality |
The amount of aliasing removal at the subpixel level. Higher values make the image softer.
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Edge Threshold |
The minimum amount of local contrast required to apply FXAA algorithm.
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Edge Threshold Min |
Pixels darker than this are not processed in order to increase performance.
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Algorithm: DLSS |
Effect |
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Algorithm |
NVIDIA Deep Learning Super Sampling. Recommended.
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Execution mode |
Select between Performance, Balanced or Quality modes.
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Sharpness |
Higher values produce sharper results.
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Exposure mode |
Choose between Force self evaluated, PostProcess AutoExposure, Fixed.
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Auto Exposure Multiplier |
Factor with which to multiply the selected exposure mode.
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Algorithm: RTXAA |
Effect |
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Algorithm |
NVIDIA RTX Anti-Aliasing.
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Sharpness |
Higher values produce sharper results.
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Exposure mode |
Choose between Force self evaluated, PostProcess AutoExposure, Fixed.
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Auto Exposure Multiplier |
Factor with which to multiply the selected exposure mode.
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Direct Lighting¶
Setting |
Effect |
---|---|
Direct Lighting |
Enable direct light contributions from light primitives.
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Enable Shadows |
Enable shadows from light primitives (global setting).
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Enable Sampled Direct Lighting |
Enable a direct lighting mode that scales better to handle many lights. This mode is recommended to deal with scenes with more than about 10 lights.
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Auto-enable Sampled Lighting Above Light Count Threshold |
If enabled, Sampled Direct Lighting will be automatically enabled when a scene has more lights than the Light Count Threshold.
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Auto-enable Sampled Lighting: Light Count Threshold |
The threshold number of lights used by the Auto-enable Sampled Direct Lighting.
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Non-Sampled Direct Lighting |
Effect |
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Shadow Samples per Pixel |
Higher values increase the quality of Direct Light Shadows at the cost of some performance.
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Lower Resolution Shadows Denoiser |
Enable for better performance by reducing the resolution of the per-light shadows denoiser.
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Dome Lighting |
Enable dome light contributions to diffuse BSDFs.
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Dome Light Samples per Pixel |
Higher values result in more accurate dome light sampling.
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Dome Lighting in Reflections |
Enable dome light contributions to diffuse BSDFs in reflections.
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Sampled Direct Lighting |
Effect |
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Samples per Pixel |
Higher values increase the quality of Direct Light Shadows at the cost of some performance.
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Clamp Sample Count to Light Count |
When enabled, take one sample per pixel per light.
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Reflections: Light Samples per Pixel |
Number of times a light source in reflections is sampled (per pixel).
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Reflections: Clamp Sample Count to Light Count |
When enabled, take one sample per pixel per light seen in reflections.
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Max Ray Intensity |
Clamps the maximum brightness of a light sample.
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Reflections: Max Ray Intensity |
Clamps the maximum brightness of a light sample in reflections.
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Firefly Filter |
Choose the type of filter (None, Median, RCRS). Clamps overly bright pixels to a maximum value.
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History Clamping |
When enabled, reduces temporal lag.
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Denoiser Iterations |
Number of times the frame is denoised.
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Enable Extended Diffuse Backscattering |
Allow light to pass through thin semi-translucent geometry such as tree leaves.
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Shadow Ray Offset |
Shifts the starting point of shadow rays with diffuse backscattering.
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Extinction |
Higher values means less light passing through surfaces with diffuse backscattering.
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Reflections¶
Setting |
Effect |
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Reflections |
Enable reflections.
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Roughness Cache Cutoff |
Roughness threshold above which reflections are approximated and not sampled directly. Higher values result in better quality, but worse performance.
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Max Reflections Bounces |
Number of reflection bounces.
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Translucency¶
Setting |
Effect |
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Translucency |
Enables translucency for specular transmissive surfaces such as glass.
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Max Refraction Bounces |
Maximum number of refraction bounces.
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Secondary Bounce Roughness Cutoff |
Control when we trace reflection rays from refraction bounces based on how much the reflection contribution will be noticed.
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Enable Fractional Cutout Opacity |
Enable fractional values of cutout opacity (between 0 and 1) to be used to denote ‘presence’ or ‘coverage’ of a surface, resulting in a translucency-like effect similar to alpha-blending.
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Enable Depth Correction for DOF |
When enabled, depth of field takes translucent objects into account.
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World Epsilon Threshold |
Treshold below which image-based reprojection is used to compute refractions. Lower values result in higher quality, but worse performance.
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Subsurface Scattering (Experimental)¶
Setting |
Effect |
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Max Sample Per Frame |
Max samples per frame.
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Enable Denoiser |
Enables denoising for the subsurface scattering.
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Enable Transmission |
Enables transmission of light through the medium, but requires additional samples and denoising.
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Transmission BSDF Sample Count |
Transmission sample count per frame.
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Transmission Samples Per BSDF Sample |
Transmission samples count per BSDF Sample. Samples per pixel per frame = BSDF Sample Count * Samples Per BSDF Sample.
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Transmission Screen Space Fallback Threshold |
Transmission threshold for screen-space fallback.
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Enable Transmission Rendered in Half-Resolution |
Enables rendering transmission in half-resolution to improve performance at the expense of quality.
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Enable Transmission Sample Guiding |
Enables transmission sample guiding, which may help with complex lighting scenarios.
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Enable Transmission Denoiser |
Enables transmission denoising.
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Caustics¶
Setting |
Effect |
---|---|
Caustics |
Enable simulation of caustics generated by light emitted from area light primitives for which the ‘Enable Caustics’ flag is set. Note only Sphere, Rect and Disk lights support this.
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Photon Count Multiplier |
Factor that will be multiplied by 1024 to compute the total number of photons to generate from each light.
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Photon Max Bounces |
Maximum number of bounces to compute for each light/photon path.
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Position Phi |
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Normal Phi |
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Filter Iterations |
Number of iterations for the denoiser applied to the results of the caustics tracing pass.
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Indirect Diffuse Lighting¶
Setting |
Effect |
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Ambient Light Color |
Color of the global environment lighting.
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Ambient Light Intensity |
Brightness of the global environment lighting.
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Enable Ambient Occlusion (AO) |
Enables the use of Ambient Occlusion, which approximates the occlusion.
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AO Ray Length |
The length of the AO rays traced. Geometry beyond this distance will not result in AO-based darkening.
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AO Minimum Samples per Pixel |
The lowest number of AO samples (rays) to trace per frame.
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AO Maximum Samples per Pixel |
The highest number of AO samples (rays) to trace per frame.
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AO: Denoiser |
Allows for increased AO denoising at the cost of more blurring.
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Enable Indirect Diffuse GI |
Enables Diffused Global Illumination.
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Samples per Pixel |
Higher values result in smoother looking GI.
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Max Bounces |
More bounces allow more potential GI contribution in occluded areas.
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Intensity |
Controls the intensity of the GI contribution evenly across the occluded area.
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Denoising Technique |
Denoising algorithm selection.
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Denoising Technique: NVRTD |
Effect |
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Kernel Radius |
Controls the spread of local denoising area. Higher values results in smoother GI.
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Iteration Count |
The number of denoising passes. Higher values results in smoother looking GI.
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Max History Length |
Controls latency in GI updates. Higher values results in smoother looking GI.
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Multi-GPU¶
Setting |
Effect |
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Multi-GPU |
Enables use of multiple GPUs in real-time mode (when these are available and enabled at startup) Multi-GPU must be enabled at startup by passing adding –/renderer/multiGpu/enabled=true to the command line. The current multi-GPU algorithm in real-time mode splits the rendering of the image into a large tile per GPU with a small overlap region between these tiles.
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Tile Count |
Number of tiles to split the image into. Usually this should match the number of GPUs, but it can be less.
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GPU 0 Post Process only |
If set, the first GPU is dedicated to post processing only, and no scene rendering is done on it.
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Tile Overlap (Pixels) |
Width, in pixels, of the overlap region between any two neighboring tiles.
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Fraction of Overlap Pixels to Blend |
Fraction of the Tile Overlap region width for which pixels will be blended between tiles.
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