Hello!
Quite aware that Epic is only part of the puzzle here and likely this falls on the plugin (whether the UE plugin or the base SDK), but any help would be fantastic as we’ve not had much of a response from Nvidia.
The issue is that when we enable DLSS-RR while ``r.Lumen.Reflections.DownsampleFactor``is set to anything but 1, we experience a very large amount of speckle noise on any material that attempts to reflect any light. I suspect this is because the tagged textures used are of a size unexpected by the ray reconstruction process, but I’m not knowledgeable enough to know which texture and how to compensate for the difference, there’s only really options out of the box for motion vector scaling but that doesn’t seem applicable here. We’ve isolated that only affecting the CVar above causes issues.
I imagine there might be something around tagging a pre-scaled Specular Motion Vector Reflections resource if one’s available/can be generated? Is that even relevant here? Apologies rather grasping at straws somewhat.
Any help would be fantastic, hoping you’ve had another studio with the same issue or something along those lines.
Thank you,
Billy Fletcher
d3t Ltd
[Attachment Removed]