Yeah I was beginning to think its different too. I got the rippling to go away, I didn’t realize I had an emissive light that was still on, which seems to have cleared that up. The ray tracing still doesn’t work, it just blinds the scene with light when its on.
Currently though, the smearing is better with no emissives, but still occurs.
I’m running DX12, SM6, Lumen for everything but hardware ray tracing is allowed, although it’s not being used on any lights in the scene.
*It also seems to have become way less obvious with nanite enabled on all of my meshes