We’ve recently been working on adding hardware ray tracing to our project, and we’re seeing blotchy areas if tessellation is also enabled. HWRT off on the left, on on the right. Are there any suggestions for mitigating this? We’ve tried adjusting r.RayTracing.NormalBias without luck.
From the screenshots it’s hard to tell what is contributing to the artifact, but normally the shadow mismatch is something we see when using Raytraced shadows only. When using Raytraced shadows and there is a mismatch in shadow geometry and display geo we often recommend adjusting the r.RayTracing.NormalBias to compensate, but it almost looks like this artifacting could be incorrect normals or ambient occlusion.
Have you been able to isolate the cause of the noise to VSM shadows? If you’re using VSM you want to tune r.Shadow.Virtual.NormalBias and adjust your landscape displacement amplitude if it is high. You can also try turning off r.Shadow.Virtual.Nanite.AllowTessellationDirectional 0
There have been reports of leaking when a tessellated Nanite object should be casting a shadow but this looks like something else. Still, couldn’t hurt to test whether r.Shadow.Virtual.UseReceiverMaskDirectional 0 has an effect on the issue.
Based on the screenshots it’s hard to say, can you provide a PIX capture of the issue, or provide a sample repro scene in vanilla UE with minimal assets for us to take a closer look?