We’re currently evaluating the Adaptive Path Tracing feature in UE 5.5.4, but we’ve encountered behavior that appears inconsistent with the expected convergence logic.
In our tests, Adaptive Sampling continues to add samples even after pixels are marked as converged using r.PathTracing.AdaptiveSampling.Visualize=1. This leads to excessive sampling and longer render times, even in areas where little or no visual change is occurring.
Test Details:
- Samples per pixel: 12,000
- r.PathTracing.AdaptiveSampling.FilterWidth= 1.3
- Tested r.PathTracing.AdaptiveSampling.ErrorTreshold values:
- 0.005
- 0.0005
- 0.00001
- 0.000001
Once a pixel is considered converged, the renderer should stop adding excessive samples, or limit the number of additional samples (e.g. no more than ~1000 extra spp per pixel) even if a high global
SamplesPerPixel value is set (e.g. 100,000).
Here are our questions:
- What is the exact relationship between ErrorTreshold and how convergence is determined internally?
- Is there a way to prevent additional sampling once convergence is reached, or at least cap the number of oversamples?
- Is the convergence logic considering pre-tonemapped values or some other metric?
We understand some level of oversampling may be necessary to avoid false convergence, but the current behavior seems overly conservative.
Thanks in advance for your help - we’re hoping this is something tunable or improvable, and we’d love any additional insights you can provide!
Best regards,
Mateusz