Temporal Denoiser for path tracer movie renders

I have been using and really liking the path tracer in 4.27 for my Archiz work, and I have recently been doing some path traced ArchViz animations.

The denoiser for the path tracer works really well for stills. Im amazed at what it can do with only a few hundred samples. For animation it isn’t usable though, because its only temporal interaction is just the subsampling within the frame, so it leads to flickering and blotchy wobbles all over the place.
The multiframe temporal denoiser in Davinci does a good job if used heavily on raw pathtraced frames with 500 or so samples, but it struggles with noise in smooth areas of shadow like ceiling corners which the inbuilt denoiser does easily.
Is the potentially a way to implement the pathtracer Denoiser so that when a sequence or Cut was rendered, each frame is left noisy at first, then after completion the denoiser can work on all frames, and look ahead and behind for stability?

I cant wait for Ue5 full release, build and work with lumen, and render in que with pathtracing and material id’s. Smooth path traced video output would be icing on the cake!

Hi,I got same problem with you .My grass in scene is flickering and I can’t find the reason.I also post a question in this forum.May I have your e-mail to contact you and discuss this problem. By the way ,I also produce archviz video .My e-mail : 149166873@qq.com
My pleasure to meet you .

Hi,
Is you flickering very noticable, or just patchy from denoising? I had a separate issue where Tangent space normal doesn’t work with instanced foliage and path tracing. It took me ages to figure out, but if you go into the view mode where you can just see the Normal for everything you can see what is happening with the flickering. For some reason it doesn’t affect Ray tracing though, only path tracing.

I ended up turning off tangent space normal in my foliage master materials, and that fixed the problem, but you can also convert placed foliage actors into a static mesh, and that fixed the problem leaving tangent space normals on, but it was not viable with the large amount of foliage I was using in my scene.

The aerial view I was rendering used 23.7 / 24gb of Vram and 63 / 64 Gb of Ram for a 4k image with 500 samples. The 1080p video renders weren’t so heavy on Ram usage, but it was still spilling over from the Vram and slowing things down a bit.
I renderd out about 1 minute of 1080p video of interior and exterior views and it took about 34 hrs to render. The interior ones were much slower though, (it was a gallery interior, lots of smooth light surfaces and lot of lights and high poly assets)

The design is public now so I am able to publish the results, these are the animations I made using the path tracer. The denoising in Davinci did a very good job on exterior scenes, but you can see some remaining noise/defects in the upper corners and soft shadows of the interior scenes. If you watch at 720p the compression artefacts hides the noise problem, but at 1080p it is vissible.
Exterior was around 400 spatial samples, and interior was around 700 samples all with eu4 denoiser turned off.

Thank you for helping me. I learned very much from you . After I changed tangent space normal of main materials , the flckering of trees disappear. How can you figure out that problem ? I come from China. I use ue4 to produce archviz scene , interior scene, interactive digital show of building. Where are you from ? Maybe We can cooporate together to work.Have been you china ? If you visit china , you can come to me here.There are lot of chances in ue4 or ue5. I sell ue4 production in Taobao of china. And I saw your production on Youtube. I will focus on your channel . Best regards .