Nanite Voxelization is Noisy

Nanite Voxelization is very very noisy, it ruins visual clarity. I’m forced to use TSR to rid it, even then theres a bit of shimmer.

Nanite, Lumen, VSM have their own noise but its not too bad and usually mitigated by TSR or TAA. I’m fine with it. But Voxels as you will see in the video are terrifically noisy with TAA

there are no voxels in this video. nanite voxelization is not noisy. https://www.youtube.com/watch?v=rvwfwfSIBpQ

For some reason I cannot play the videos but for voxelization of tons of meshes, I’m not really getting that:

10k’s of grass meshes, each ~15k triangles, out past 1km in game-space. No real shimmering, or cubism. That ‘line’ in the distance is fog… but otherwise the grass is performing quite nicely, if not a bit expensive otherwise..

its very noisy without TSR, the noise isn’t from lumen, VSM or any other feature. The noise goes away turning voxelization off. pretty much forced to use TSR. wish there was less noise while using TAA because TSR is very expensive

I’ve edited this post about TSR

To be honest, I’m pretty sure the noise is just because of the content. it’s the product of the essential sampling problem of your data (the grass) having a much higher frequency than the thing you’re sampling it with (the screen).
Nanite tries to keep things to one triangle per-pixel (which should ideally solve the problem since it’s locking the content to your sampling rate), but nanite is also written with the expectation that 1-2 pixel errors get taken care of by your AA method, and that foliage covers so much screen that most of it is within that error metric. How nanite voxelization plays into it I couldn’t say, but part of me feels like it would make the problem better rather than worse by keeping foliage more in-line with the sampling rate of your screen.

All that to say, I think this problem is pretty much unfixable without TSR, unfortunately :frowning: