Is there a way to control the roughness threshold by which lumen decides to trace additional rays? In my observation only the most specular surfaces tend to benefit from said rays, and while I know there’s some sort of russian roulette algorithm in place to kill more diffuse rays, I’m not sure of which knob can be used to tune it.
Is there a timeline on when the standalone RT effects will be removed? Although I imagine there are still some use cases for RTAO (just wanting occlusion and no bounce for horror games, for example), RTGI is completely useless at this point and actively broken in a project of mine.