Raytracing global illumination noise

Hello,

I have been trying with several combinations that I have found around but on the darker parts of the scenes there is noise.

This are my specs:
Intel Core i7 4770 @ 3.40GHz (a little old, I know)
32 Gb ram
RTX 2070 Super 8 Gb with Studio Drivers (I have made a clean install of them)
UE 4.25 with the updates

I have tried bumping up samples for GI using Brute Force (Final gather is more noisy still), but when I try to render a video the D3D error appears and UE crashes. Depending on the number of samples, sometimes up to 16 or 32 it would randomly crash.

Then I tried with the new Movie Render Queue with the parameters mentioned here: https://docs.unrealengine.com/en-US/…eue/index.html

Again that dreaded D3D error.

I changed TdrDelay in the Windows Registry for a higher number, but again the error and crash.

If I disable GI via the Postprocess volume (I leave it as Disabled), the noise in darker areas goes away a bit, but it is still noticeable.

I tried changing the Default RHI value to “Default” from DX 12 just to see what happened, but it seems that something is missing with the lighting if I do that.

I am not sure what else to try, please help me as this is driving me insane from trying different things.

Thanks in advance.

Diego

Answering part of my own question here. The settings they used here: https://docs.unrealengine.com/en-US/…ior/index.html under Non-Runtime Cinematic Sequencer Settings worked great with Movie Render Queue. But for some reason sometimes it worked and sometimes it crashed. Most of the times it worked though, with great results.

My guess is it’s probably not RTGI settings (bounces, samples per pixel) for Brute Force. If the intent is to merely output a video or image using Movie Render Queue, then it sounds like the solution was discovered. And I think Render Tile Size has something to do with it because in the other settings on the same page, Render Tile Size is set to 0. However, it’s not the only setting affecting things, so it’s probable that UE crashed due to quite a bit more factors than merely the settings used and how they’re compatible with the scene.

Was Screen Percentage adjusted in any of your attempts to get rid of the noise? You really should share more information of the scene setup when inquiring about issues encountered with ray tracing noise, or any noise. The main lights’ settings (at least some of those), info on the materials showing noise, and/or post process settings other than RT which could influence things (especially Exposure, non-RT ambient occlusion and global illumination if enabled, and settings that involve the tonemapper such as under Film / Vignette / etc). To start, perhaps a bit about directional and skylight settings:

Intensity
Indirect Intensity
Mobility (Static, Stationary, Movable)
Whether directional is set as sun
Shadow settings

Is there an HDRI in the scene?

Render Tiles have a huge impact on successful rendering with such high settings (Non-Runtime-Settings, as they call it). For clarification what the Tiles do, if you use the Tile function, then the image is split into several smaller images/tiles and each of those smaller images is renderes separately, and after all tiles are finished, they are merged to the final image. With that, the GPU is able to create high resolution images, even with otherwise insane settings for samples, without running out of memory etc. So the more tiles -> the smaller the resolution of the tiles, the higher the samples can go (there may still be a limit, but its usually higher than what the editor can handle).
Had rendered a 20k picture with just a RTX2070, just used ~12 tiles, and 0.1 overlap.

I thought it was something about resolution. Thanks for explaining. It’s often suggested to increase resolution of walls, floors, and ceilings for archviz. Functional render tiling could offset the need for resolutions that’d be too high for particular materials, at least in movie / image renders. Would combining it and screen percentage increase (say up to 150 or 200%) cause FPS loss or artifacts?

I am no expert in that regard, but i don´t see a reason to raise screen percentage for Tiling. The main advantage of tiling is, that you can increase the overall image resolution or/and all the samples to get artifact free images without roasting your comp. Speak, if your system could only handle 4k images with mediocre quality, now it can render 8k and more, with insanely high quality.
Also, you usually use your own antialiasing settings with increased sample numbers (you have to override it, set the method to “none” and enter your own sample numbers). So instead of touching the screen percentage, i would raise the samples for GI, reflections, ambient occlusion and anti aliasing etc., and then the numbers for tiles, until your system can handle those increased sample numbers. And once you found a good setting for your high quality images, save them as a preset for later.

The huge drawback is, that you leave the realm of realtime rendering, and enter offline render territory ^.^ that, and some effects don´t work with tiling, like some bloom and auto exposure… So be prepared for several seconds for a single high res frame. But for my images, it still is way faster than the real offline renders at similar quality. With tiling, you ignore the balancing act between performance and quality (thats what screen percentage was intended for, if i am not mistaken), and go full for quality and discard performance or things like FPS, since you are not in realtime rendering anymore.

Personally, i am really happy about the antialiasing solution, since i always had problems with the used Temporal AA for raytracing. Now i simply override TAA, enter as much samples for AA as i want for smooth edges, and increase the Tile number as needed.

https://docs.unrealengine.com/Images/Engine/Sequencer/Workflow/RenderAndExport/HighQualityMediaExport/Reference/setting_highres.webp
[TABLE=“class: text_table”]

Tile Count
Number of tiles the image breaks into while rendering. For example, a 7680x4320 Output Resolution with 4 tiles will render each tile at 1920x1080.

From the documentation:

https://docs.unrealengine.com/en-US/…nce/index.html

Thank you and my apologies for the late reply, I didn’t receive a notification of the answers. I really appreciate all the help!

I initially thought it would be a much more straightforward process for interior scenes, as with the ones that I created outdoors I didn’t encounter those problems. Even with the sun light system and several rectangular lights, there is no noise in darker areas.

For this particular scene I mainly followed the settings from the Archviz example from Unreal Fest: Real-time Ray Tracing for Architectural Visualization | Unreal Fest Online 2020 - YouTube

I even took the same sky sphere and lights from that example project. I see that in that project the same problem with noise occur.

But the strange thing of all is why sometimes it renders just fine from the Render Queue. I will try with Render Tile Size as suggested, the same with screen percentage. I was not aware of all those options and their influence on render. Your comments are really helpful to learn! Many thanks!

I have found the number one reason for editor crashes in both sequencer and the movie render queue is textures. If you have more textures loaded than your GPU’s VRam can load, Unreal will crash, unless you enable texture streaming. Unfortunately for cinematics and movies this is is a problem because unless you have an RTX Titan or a 3090ti or higher VRam. (Even my RTX2080ti crashes due to capping 11GB frequently in large scenes.) This really sucks because streaming textures are so noticeable and stick out like a sore thumb.

Thank you Baazar. I think that for small scenes texture streaming might work, but on large environments is as you say, they jump at you and are very noticeable.