Raytracing denoiser not working

I’m playing with new ray-tracing feature comes with 4.22.

but i’m having a problem with denoiser.

When i put ray-tracing reflection samples per pixel value larger than 1 , It seems denoiser stopped working.

Is it by design? or did i miss something?

I think it is bug or something… Have same problem on my 2080Ti and looking for solution too. In docs there is “keep in mind that the Denoiser supports up to four samples per pixel” so it should work up to 4. Real-Time Ray Tracing | Unreal Engine Documentation
I’m also curious about the solution. If you find something, please put in a solution here. Thank You.

I created a metal ball roughness 0.2 Samples per Pixel 1 it looked not bad but the surface/reflection is kind of moving. When raising the value to 2 or 4 the denoiser seem to stop working and the reflection looks grainy.
RTX 2080Ti new creator driver.

Same here. This is actually denoiser applied. When i close the denoiser by the command raytracing.reflection.denoiser 0, It goes even more crazy

I found the pics on UE ray tracing documents, a lot of noise here on the wall

Same issue on a Titan RTX. Without proper denoising, the raytracing feature is often times not that useful. Sad

I have also the same issues. The RTX integration escpecially RTX Global Illumination is in no good condition at the moment. Really disappointing…

Raytracing in Unreal is not what you would call a real path tracer(Arnold, Octane, etc) but it’s a hybrid of things, there’s the Path Tracer mode but it’s kind of dumb at the moment. Translucency(which involves Refraction) is coded separately from the rest and comes last in deferred rendering pipeline(even GI comes before iirc), basically watching through a translucent object it does what a path tracer would do and rerenders the whole scene(therefore no denoised shadows or GI). The raytraced shadows where denoising happens are totally disjoint with translucency pass.
GI is also weirdly implemented as a lot of shading models(e.g: Eye, Hair) have no “diffuse component” in their code and the GI implementation uses that and therefore GI basically don’t affect them at all.
Screen space refraction is actually very good alternative and you have denoised shadows/GI, of course it has limitations :slight_smile: