Laptop Legion 5 Pro nVidia 5070 TI. path tracer
Sounds interesting. Is this a question? Just a statement, that you managed to find a combination of unlucky pathtracer settings, that let the render time skyrocket? ![]()
Maybe you could add some more samples or increase frame resolution to get 100 hours.
Hi
I’d wish it was not a question…![]()
I’m struggling with 2025.2 TM and my new PC. After tons of hours with no solution I installed 2024.1, famous for its stability, and tried to export a new scene with only 3 objects!. I exported a video of 10 sec, 4K and yet it takes more than an hour with 100% GPU. any help would be much appreciated as I have a project to render and I spend hours to figure out what is wrong between my new Pc and TM. PC specs: Legion pro 5 ultra 9 Laptop, NVidia 5070 Ti
Thanks !!!
I haven´t used TwinMotion at all, but did some renders with the Movie Render Queue and its Pathtracer. I am not an expert at all, but i guess, the general tips about Pathtracer are valid no matter what you use for rendering, may it be TwinMotion or MRQ.
Your machine is already way better than the computer i used for my renders (had an RTX2070), so its most likely, that your settings for rendering the scenes are slightly… overkill ![]()
What are your render settings for your scene for the Pathtracer? As in, how many samples do you use?
10 seconds, at 30 FPS or 60 FPS? So 300 or 600 frames at 4k resolution? So one single frame renders in about 10 or 20 minutes?
Just for fun i grabbed one of my old scenes from back then, and rerendered it with my new computer, which also has an RTX 5070 TI in it.
And i had to use something crazy like 256 spatial and 256 temporal samples to get to those 10 minutes render time per frame. My old scene used just about 64 samples, so it was ready after some seconds, but noise was still present. so i tested it with 128 spatial and 128 temporal, raised the render times for 4k to 2:30min, but no noise visible in that scene. All with maximum 32 bounces.
Not sure, if the Forum allows pictures larger than 1920x1080, but the original was rendered in 3840x2160, and as png.
The noisy area was the area on the Enterprises Neck, that reflected the low intense blue light from the warp nacelles.
And the rerender with 256 spatial and 256 temporal samples, resulting in a total of 65000 samples per frame required 9:30 minutes, just finished now, and i cannot see any difference to the 128spatial 128 temporal samples version with 2:30 minutes.
Edit:
After installing Twinmotion too, and looking around at some general videos for Twinmotion and what settings they use, yeah, its pretty similar to UEs Movie Render Queue, so you should not need more than 256 samples (maybe 512 as an ultra setting) and not more than 10 bounces, unless you have highly reflective surfaces or crystals, that require plenty internal reflections. But even with highly reflective glass or mirrors, i wouldn´t go over 32 bounces, thats more than enough to create infinite mirrors ![]()
Especially since Twinmotion also has a denoiser, that helps with cleaning up the renders.
Many many thanks and big apologize for the delayed respond. I’ve been too busy waiting for my very lone rendering…![]()
I’m using a 5070 TI LAPTOP version (12GB memory), Not PC. so it might be slower but still, not so…
I’ve a lot of glass materials in my project (The project is about 7M polygons). I have a lot of unwanted reflections in my project. Maybe this causes the very slow rendering?
Anyway, I’d appreciate if you can tell me how to reduce the amount of reflection. I tried many things, none helped.
Video Specs:
360 Video
12 seconds
8K
30 FPS
36 samples
6 bouncing.
Emissive material option is OFF, but I tried with ON and no much difference.
Twinmotion version 2025.2
PC set to performance and dGPU
Again, my many thanks for your assistance.
