Omniverse RTX Renderer Render Settings

You can fine tune the NVIDIA Omniverse RTX™ Renderer renderer’s behavior using a variety of rendering settings, which can help you balance quality and performance depending on your needs.

There are four groups of render settings that affect the NVIDIA Omniverse RTX™ Renderer renderer:


Settings common to all RTX render modes, affecting areas such as scene geometry, materials or lights.

Post Processing

Post Processing effects such as tone mapping, color correction, and motion blur.

Real-Time Ray Tracing

Settings controlling the RTX Real-Time mode.


Settings controlling the RTX Path-Traced mode.

Render Settings are accessed from the menu bar under Rendering. From the Render Settings panel, you can access the settings for each render mode: one for Real-Time mode and a second one for Path-Traced mode.

RTX Settings

To switch between Real-Time Ray Tracing and and Path-Tracing, select the render mode from the dropdown.

The Common and Post Processing settings are available for both modes, and show the same settings. In addition, for each mode a middle tab shows the settings unique to that mode.

Common Rendering Settings

RTX Common Settings


RTX Common Settings Geometry



Normal & Tangent Space Generation Mode

Select the mode to use to generate Normals and Tangents at triangle mesh vertices. Options are:
AUTO - selects the best mode depending on the data available and data update pattern
CPU - use the CPU. This uses mikktspace to generate tangent basis on the CPU
GPU - use the GPU. This allows deforming meshes to have their normal and tangent
basis updated on the GPU, to avoid the CPU overhead. Tangent basis generation does not use mikktspace in this case
Force GPU - force the use of the GPU to generate normals even when these are valid in the input mesh.

Back Face Culling

Enable back face culling for ‘Single Sided’ primitives.
Note that this only applies to UsdGeom prims that have the custom ‘Single Sided’ flag set.
The ‘Double Sided’ flag is ignored because its default value is false, which is not
not a desirable default in a renderer using ray-tracing to simulate light transport

Wireframe Thickness

Changes the thickness of the wireframe used when a primitive is flagged to be render
in wireframe mode.

Wireframe World Space Thickness

When set, the wireframe thickness value is in world space instead of screen space

Shaded Wireframe

If enabled, the wireframe is shaded with the materials assigned to the primitive
Otherwise the wireframe uses a plain white emissive material

Subdivision Global Refinement Level

Selects a global subdivision level to apply to all prims supporting subdivision,
independently of the subdivision level selected in those primitives.
Each increment of 1 in this value increases the mesh triangle count by a factor of 4.

Subdivision Featrure-adaptive Refinement

Feature-adaptive refinement automatically increases or reduces refinement level based
on geometric features. This reduces the number of polygons used in flat areas for example


RTX Common Settings Materials

Setting Effect

Disable Material Loading

On file open, skip loading of materials.

Textures: Max # of Mipmap Levels to Load

Maximum number of mipmap levels to load in any material texture.
This provides a simple control to reduce the amount of GPU memory used for material textures.

Textures: Load-time Block Compression Mipmap Size Threshold (0 disables BC)

This controls whether Block Compression (BC) can be used for textures, depending on their dimensions.
A value of 0 disables the use of texture Block Compression at load time.
When a larger value is used, it defines the maximum mipmap size that we are willing to
to not have in the final texture, in order to allow the texture to be Block Compressed.
The reason for this setting is that texture Block Compression can only be applied when
all the mipmap levels of a texture have dimensions that are multiples of 4 texels.

MDL Animation Time Override

Manually override the time value provided to MDL materials


RTX Common Settings Lighting



Shadow Bias

Configurable offset to apply to the shadow ray origin along the surface normal.
Helps reduce self-shadowing artifacts in low polygon geometry.

Use first Distant Light & first Dome Light only

The renderer will ignore all lights in the scene except for the first distant light
and the first dome light (the ordering determining the ‘first’ light of each type
is not user-controllable)

Dome Light Baking

Baking Resolution

Select a ‘power of two’ texture resolution to use as a starting point for the
texture generated when baking the material bound to a Dome Light (if any)

Dome Light Texture Resolution Factor

A factor applied to compute the final texture resolution for a DomeLight texture.
This applies both to Dome Lights with a material bound to them, and those simply using
a Dome Light texture, which might need to be converted to format different from its input format
(e.g.: a cubemap may be converted to a lat/long texture, or viceversa, depending on the renderer’s choice)

Dome Light Material Baking SPP

Number of samples per output texel at which to evaluate the Emission function of a
material bound to a DomeLight (if any)

Simple Fog

RTX Common Settings Simple Fog



Simple Fog

Enables the use of a simple and fast exponential fog approximation available in both real-time and path-traced mode
Note this fog is very cheap, only models some absorption and does not model real light scattering


The color or tint of the fog volume


The intensity of the fog effect

Height-based Fog - Use +Z Axis

Use positive Z axis for height-based fog calculations. Otherwise use the positive Y axis

Height-based Fog - Plane Height

The starting height (in meters) for height-based fog

Height Density

Density of the height-based fog

Height Falloff

Rate at which the height-based fog falls off

Distance-based Fog

Enable distance based fog

Distance Density

How dense the fog is at the ‘End Distance’

Start Distance to Camera

Distance from the camera at which the fog begins

End Distance to Camera

Distance from the camera at which the fog achieves maximum density


RTX Common Settings Flow




Enables simulation and rendering of Flow volumes

Flow in Real-Time Ray Traced Shadows

Enable Flow volumes in ray-traced shadows in real-time mode

Flow in Real-Time Ray Traced Reflections

Enable Flow volumes in ray-traced reflections in real-time mode

Flow in Path-Traced Mode

Enable Flow volumes in Path-Traced mode

Flow in Path-Traced Mode Shadows

Enable Flow volumes in shadows cast by light primitives in Path-Traced mode

Composite with Flow Library renderer

Use Flow’s built-in renderer and composite the results instead of ray tracing
through Flow volumes in the RTX renderer

Use Flow Library Composition

Enable the use of the renderer built into the Flow library

Use Flow Library Self Shadowing

Enable the casting of shadows by the volume on to itself when using Flow’s built-in

Max Blocks

Maximum number of Flow volume blocks

Debug View

RTX Common Settings Debug View



Render Target

Selects the name of the Debug render target to visualize

Output Value Scaling

Scales each per-pixel output value by this factor

Post Processing Settings

Post Processing effects allow real-time manipulation of the rendered image in a variety of ways, including exposure adjustment, tone mapping, color grading, color correction, depth of field, motion blur, bloom and more.

RTX Post Settings

Tone Mapping

RTX Post Settings Tone Mapping



Tone Mapping Operator

Select Tone Mapping Method. All operators except Clamp apply the exposure adjustment
based on the parameters below or the results of the auto-exposure feature.
Clamp: leaves the radiance values unchanged, skipping any exposure adjustment
Linear: applies the exposure adjustment but leaves the color values otherwise unchanged
Reinhard: operator based on Erik Reinhard’s tone mapping work
Reinhard (modified): variation of the operator based on Erik Reinhard’s tone mapping work
HejiHableAlu: John Hable’s ALU approximation of Jim Heji’s operator
HableUC2: John Hable’s Uncharted 2 filmic tone map
ACES: operator based on the Academy Color Encoding System
Iray: Reinhard-based operator that matches the operator used by NVIDIA Iray by default

cm^2 Factor

Use this factor to adjust for scene units being different from centimeters

White Point

A color that will be mapped to white on the output

Film ISO

Simulates the effect on exposure of a camera’s ISO setting

Camera Shutter

Simulates the effect on exposure of a camera’s shutter open time

f-Number / f-Stop

Simulates the effect on exposure of a camera’s f-Stop or f-Number aperture

Enable sRGB To Gamma Conversion

Modified Reinhard Settings


Max White Luminance

Maximum HDR luminance value that will map to 1.0 post tonemap

HableUC2 Settings


White Scale Value

Maximum white value that will map to 1.0 post tonemap



Crush Blacks

When the upper part of the dynamic range becomes compressed it naturally loses some
of it’s former contrast, and one often desires to regain some “punch” in the image
by using the Crush Blacks parameter. When 0, the lower intensity range is linear,
but when raised towards 1, a strong “toe” region is added to the transfer curve so
that low intensities get pushed more towards black, but in a gentle fashion.

Burn Highlights

Burn Highlights can be considered the parameter defining how much “over exposure”
is allowed. As it is decreased from 1 towards 0, high intensities will be more and
more “compressed” to lower intensities. When it is 0, the compression curve is
asymptotic, i.e. an infinite input value maps to white output value,
i.e. over-exposure is no longer possible. A good default value is 0.5.

Burn Highlights per Component

Specifies how the Burn Highlights parameter is applied to the different color
components. By default it is applied separately to all channels, which can lead to
saturation loss though. Disabling the parameter applies the Burn Highlights to the
luminance, keeping the output color as close as possible to the input color.

Burn Highlights Max Component

When not using ‘Burn Highlights per Component’, if ‘Burn Highlights Max Component’
is enabled, the maximum value across the R, G and B channels is used in the Burn
Highlights computation. Otherwise the overall luminance is used.


Compressing bright color components inherently moves them towards a less saturated
color. Sometimes, very strong compressions can leave the image in an unappealingly
de-saturated state. The saturation parameter allows an artistic control over the
final image saturation. 1.0 is the standard “unmodified” saturation, higher
increases and lower decreases saturation.

Auto Exposure

RTX Post Settings Auto Exposure



Auto Exposure

Enable a histogram-based approach to automatic exposure compensation

Histogram Filter

Select a method to filter the histogram. Options are Median and Average

Adaptation Speed

How fast automatic exposure compensation adapts to changes in overall light intensity

White Pont Scale

Controls how bright of an image the auto-exposure should aim for.
Lower values result in brighter images, higher values result in darker images.
Default value is 10.

Color Correction

RTX Post Settings Color Correction



Color Correction

Enable color correction

Output Color Space

Defines the color space used as output of Color Correction
sRGB Linear: scene linear space
AcesCG: ACES CG color space


Higher values increase color saturation while lowering desaturates


Higher values increase the contrast of darks/lights and colors


Gamma value in inverse gamma curve applied before output


Gain / brightness: a factor applied to the color values


Color offset: an offset applied to the color values

Color Grading

RTX Post Settings Color Grading



Color Grading

Enables / Disables Color Grading effects

Output Color Space

Defines the color space used as output of Color Grading
sRGB Linear: scene linear space
AcesCG: ACES CG color space

Black Point

Defines the Black Point Value

White Point

Defines the White Point Value


Higher values increase the contrast of darks/lights and colors


Color is multiplied by (Lift - Gain) and later Lift is added back


Color is multiplied by (Lift - Gain) and later Lift is added back


A factor applied to the color values


Color offset: an offset applied to the color values


Gamma value in inverse gamma curve applied before output

XR Alpha and Video Compositing

RTX Post Settings XR Compositing



XR Compositing

Enables a pass for use with CloudXR streaming and SDI-video compositing (experimental)

Composite in Linear Space

Applies the XR Compositing pass prior to any other post processing.
Therefore doing any compositing work in Linear space, prior to exposure or tonemapping adjustments.

Composite in Editor

Enables alpha compositing with a backplate texture or SDI video input, as opposed to
to outputing the rendered image with an alpha channel for compositing outside,
either by saving to EXR images or outputing the rendered image to a Cloud XR stream

Default Backplate Texture

The path to a texture to use as a backplate

Default Backplate Color

A constant color to use instead of a backplate texture, if a backplate texture is not set

Enable Lens Distortion

Enables distortion of the rendered image using a set of lens distortion and undistortion
maps provided in the next two settings. Each of these settings is expected to point to
a <UDIM> EXR texture set, containing one image per each of the discrete focal length values
specified in the array of float settings under /rtx/post/lensDistortion/lensFocalLengthArray
(to be exposed here in the future)

Lens Distortion Mapping

The path to a <UDIM> EXR texture storing the distortion maps for specified focal lengths

Lens Undistortion Mapping

The path to a <UDIM> EXR texture storing the un-distortion maps for specified focal lengths

Chromatic Aberration

RTX Post Settings Chromatic Aberration



Chromatic Aberration

Enable chromatic aberration

Strength Red

The strength of the distortion applied on the Red channel

Strength Green

The strength of the distortion applied on the Green channel

Strength Blue

The strength of the distortion applied on the Blue channel

Algorithm Red

Selects between Radial and Barrel distortion for the Red channel

Algorithm Green

Selects between Radial and Barrel distortion for the Green channel

Algorithm Blue

Selects between Radial and Barrel distortion for the Blue channel

Use Lanczos Sampler

Use a Lanczos sampler when sampling the input image being distorted

Depth of Field

RTX Post Settings DOF



Depth of Field Camera Overrides

Overrides settings on the camera and uses Dept-of-Field settings below for ALL cameras

Enable DOF

Enables Depth of Field calculations. If disabled, the camera parameters affecting Depth
of Field are ignored and a pinhole camera model is used instead.

Subject Distance

Objects at this distance from the camera will be in focus

Focal Length (mm)

The focal length of the lens (in mm). The focal length divided by the f-number is the aperture diameter.

f-Number / f-Stop

f-number or f-stop (aperture) number of the lens. Lower f-stop numbers decrease the distance range from the Subject Distance where objects remain in focus


Anisotropy of the lens. A value of -0.5 simulates the depth of field of an anamorphic lens

Motion Blur

RTX Post Settings Motion Blur



Motion Blur

Enable post-processing motion blur effect

Blur Diameter Fraction

The fraction of the largest screen dimension to use as the maximum motion blur diameter

Number of Samples

Number of samples to use in the filter

Exposure Fraction

Fraction of exposure (shutter open) time to sample

FFT Bloom

RTX Post Settings Bloom



FFT Bloom

Enables FFT bloom effect


Overall intensity of the bloom effect

Cutoff Point

Controls a Cutoff Color that allows fine tuning the radiance range for which Bloom Calculations will have any effect.
Values below the Cutoff Point will not contribute to Bloom calculations

Cutoff Fuzziness

If greater than 0, defines the ‘width’ of a ‘fuzzy cutoff’ region around the cutoff values in each channel.
Instead of a sharp cutoff at the cutoff point, a smooth transition between 0 and the full original values is used

Energy Constrained

Constrains the Total Light Energy Generated by Bloom.

Physical Settings

Enables a more physically accurate bloom effect using a more physical model

Physical Settings



The number of physical blades of a simulated camera diaphragm causing the bloom effect

Aperture Rotation

Rotation of the camera diaphragm

Sensor Diagonal

Diagonal of the simulated sensor

Sensor Aspect Ratio

Aspect ratio of the simulated sensor, results in the bloom effect stretching in one direction

f-Number / f-Stop

Increase/Decrease sharpness of the bloom effect

Focal Length (mm)

Focal length of the lens modeled to simulate the bloom effect

TV Noise

RTX Post Settings Image FX



TV Noise & Film Grain

Enables a TV Noise and Film Grain effects

Enable Scanlines

Emulate a Scanline Distortion typical on old televisions

Scanline Spreading

How wide the Scanline distortion will be

Enable Scroll Bug

Emulates scanline sliding typical on old televisions

Enable Vignetting

Blurred darkening around the screen edges.

Vignetting Size

Controls the size of vignetete region

Vignetting Strength

How heavy/strongly the darkening of the vignette will be

Enable Vignette Flickering

Enable a slight movement/flicker effect on the Vignette

Enable Ghost Flickering

Introduces a blurred flicker to help emulate an old television

Enable Wavy Distortion

Introduces a Random Wave Flicker to emulate an old television

Enable Vertical Lines

Introduces random vertical lines to emulate an old television

Enable Random Splotches

Introduces random splotches typical of old dirty television

Film Grain


Enable Film Grain

Enables a film grain effect to emulate the graininess in high speed (ISO) film

Grain Amount

The intensity of the film grain effect

Color Amount

The amount of color offset each grain will be allowed to use

Luminance Amount

The amount of offset in luminance each grain will be allowed to use

Grain Size

The size of the film grains


RTX Post Settings Reshade

When enabled Reshade Post effects freely available online are enabled as part of the post processing For more information about Reshade visit A collection of Reshade shaders can be downloaded from



Preset path

The full path to a preset.init file containing the Reshade preset to use

Effect Search Dir Path

The path to a directory containing the Reshade shader / effect files that the preset can reference

Real-Time Ray Tracing Settings

RTX RT Settings Ray Tracing

Ray Tracing specific settings.


RTX RT Settings Anti-Aliasing

DLSS Setting



Anti-Aliasing Method
DLSS: NVIDIA Deep Learning Super Sampling
TAA: Temporal Anti-Aliasing
FXAA: NVIDIA Fast Approximate Anti-Aliasing (this is a spatial-only AA algorithm)

Execution mode

Select between Performance, Balanced or Quality modes
RTX RT Settings TAA Anti-Aliasing

TAA Setting




Static Scaling

A scaling factor less than or equal to 1.0. If less than 1, upscaling is used

TAA Samples

Higher sample count increases anti-aliasing quality

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
RTX RT Settings FXAA Anti-Aliasing

FXAA Setting




Subpixel Quality

Edge Threshold

Edge Threshold Min

Direct Lighting

RTX RT Settings Direct Lighting



Direct Lighting

Enable direct light contributions from light primitives

Enable Shadows

Enable shadows from light primitives

Enable Fractional Opacity

Enable use of fractional cutout opacity values in visibility/shadow rays

Show Lights

When set, light primitives are visible to camera rays

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.

Auto-enable Sampled Lighting Above Light Count Threshold

When set, the ‘Sampled Direct Lighting’ mode is automatically enabled when a scene has more
than the number of lights set in the ‘Auto-enable Sampled Lighting: Light Count Threshold’ setting

Auto-enable Sampled Lighting: Light Count Threshold

The threshold number of lights used by the ‘Auto-enable Sampled Lighting Above Light Count Threshold’ setting

Non-Sampled Direct Lighting

Shadow Samples per Pixel

Higher values increase the quality of Direct Light Shadows at the cost of some performance

Lower Resolution Shadows Denoiser

Enable for better performance by reducing the resolution of the per-light shadows denoiser

Dome Lighting

Enable dome light contributions to diffuse BSDFs

Dome Lighting in Reflections

Enable dome light contributions to diffuse BSDFs in reflections


RTX RT Settings Reflections




Enable reflections

Max Roughness

The maximum roughness of the GGX BSDF beyond which no reflections are computed

Max Reflections Bounces

Number of reflection bounces


RTX RT Settings Translucency




Enables translucency for specular transmissive surfaces such as glass

Max Refraction Bounces

Maximum number of refraction bounces

Secondary Bounce Roughness Cutoff

Control when we trace reflection rays from refraction bounces based on how much the
reflection contribution will be noticed

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


RTX RT Settings 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

Photon Count Multiplier

Factor that will be multiplied by 1024 to compute the total number of photons to generate from each light.

Photon Max Bounces

Maximum number of bounces to compute for each light/photon path

Filter Iterations

Number of iterations for the denoiser applied to the results of the caustics tracing pass

Indirect Diffuse Lighting

RTX RT Settings Indirect Diffuse Lighting



Ambient Color

The Color of the Generalized Lighting

Ambient Light Intensity

Brightness of the Generalized Lighting

Enable Ambient Occlusion (AO)

Enables the use of Ambient Occlusion, which approximates the occlusion

AO Minimum Samples per Pixel

The lowest number of AO samples (rays) to trace per frame

AO Maximum Samples per Pixel

The highest number of AO samples (rays) to trace per frame

AO Ray Length

The length of the AO rays traced. Geometry beyond this distance will not result in
AO-based darkening

Enable Indirect Diffuse GI

Enables Diffused Global Illumination


RTX RT Settings 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.

Tile Count

Number of tiles to split the image into. Usually this should match the number of GPUs,
but it can be less.

GPU 0 Post Process only

If set, the first GPU is dedicated to post processing only, and no scene rendering is done on it

Tile Overlap (Pixels)

Width, in pixels, of the overlap region between any two neighboring tiles

Fraction of Overlap Pixels to Blend

Fraction of the Tile Overlap region width for which pixels will be blended between tiles

Path-Traced Mode Settings

RTX Settings Path-Tracing

Path Trace specific render settings.


RTX PT Settings Anti-Aliasing



Anti-Aliasing Sample Pattern

Sampling pattern used for the purposes of Anti-Aliasing. Select between Box,
Triangle and Gaussian

Anti-Aliasing Radius

Radius, in pixels, of the sampling footprint to use when generating samples with
the selected antialiasing sample pattern

Firefly Filtering

RTX PT Settings Firefly Filtering



Firefly Filtering

Enables logic to reduce the occurrence of “firefly” artifacts

Max Ray Intensity Glossy

The maximum light intensity (in radiance units) that can be contributed along any
one ray for glossy events (when the firefly filter is enabled)

Max Ray Intensity Diffuse

The maximum light intensity (in radiance units) that can be contributed along any
one ray for diffuse events (when the firefly filter is enabled)


RTX PT Settings Path-Tracing



Max Bounces

Maximum number of bounces in a path

Max Bounces Specular/Transmission

Maximum number of bounces for specular and transmission events

Max Volume Scattering Bounces

Maximum number of bounces for volume scattering within a volume

Samples per Pixel per Frame (1 to 32)

Total number of samples used for each rendered pixel in one frame update

Total Samples per Pixel (0 = inf)

Maximum number of samples to accumulate per pixel. When this sample count is reached
the rendering stops and the same image is displayed until a scene or setting change
is detected, causing the rendering process to restart. Set to 0 to remove this limit.

Show Lights

When enabled, lights are directly visible to the camera. Otherwise only their
lighting contribution to the scene is visible

Enable Fractional Cutout Opacity

If enabled, fractional cutout opacity values are treated as a measure of surface
‘presence’, resulting in a translucency effect similar to alpha-blending.
Path-traced mode uses stochastic sampling based on these values to determine whether
a surface hit is valid or should be skipped.

Reset Accumulation on Time Change

If enabled, the Path-Tracer accumulation is restarted every time the MDL animation
time changes. Settings this to false is useful to prevent accumulation reset at every
frame when the ‘animation time’ is changing every frames using wallclock time
(which can be the case when we an animation is not being played, and
wallclock time is used instead of animation time)


While using a higher number of bounces increases accuracy of the final image, it can quickly reduce performance while achieving diminishing returns in terms of image quality.

Sampling & Caching

RTX PT Settings Sampling & Caching



Enable Caching

Enables a technique that caches path tracing results for improved performance
at the cost of some correctness.

Enable Many-Light Sampling

Enables a technique that improves the sampling quality (and therefore rendering convergence)
in scenes with many light primitives


RTX PT Settings Denoise




Enable to apply the OptiX Denoiser to the radiance image generated by the renderer.
The OptiX denoiser results in an order of magnitude reduction in rendering times for
a target image quality.

Optix Denoiser Blend Factor

A blend factor indicating how much to blend the denoised image with the original non-denoised image.
A value of 0 shows only the denoised image, while a value of 1.0 shows only the non-denoised image.

Path-Traced Fog

RTX PT Settings Path-Traced Fog



Path-Traced Fog

Enables Path-Traced fog using volume absorption and scattering simulation with a
Henyey-Greenstein phase function

Max Bounces

Maximum number of bounces of volume scattering


The density of the fog medium


The color of the fog medium

Asymmetry (g)

The asymmetry of the Henyey-Greenstein phase function (g parameter)


The maximum height of the fog volume

Use +Z Axis for Height

If set the volume height is considered along the positive Z. Otherwise use the
positive Y axis


RTX PT Settings Multi-GPU




Enables the use of multiple GPUs in path-traced 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

GPU 0 Weight

The amount of total Path-Tracing work (between 0 and 1) to be performed by the first
GPU in a Multi-GPU configuration. A value of 1 means the first GPU will perform the
same amount of work assigned to any other GPU.

Compress Radiance

Enables lossy compression of per-pixel output radiance values

Compress Albedo

Enables lossy compression of per-pixel output albedo values (needed by OptiX denoiser)

Compress Normals

Enables lossy compression of per-pixel output normal values (needed by OptiX denoiser)