NVIDIAGameWorks / rtx-remix

Combined repo for the RTX-Remix runtime
https://www.nvidia.com/en-us/geforce/rtx-remix/
MIT License
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Remix Denoiser is unstable in BeamNG.drive #277

Open Kim2091 opened 8 months ago

Kim2091 commented 8 months ago

Describe the bug

Attach files! BeamNG.drive.x64_d3d9.log rtx.conf.txt

To Reproduce Steps to reproduce the behavior:

  1. Download BeamNG.drive beta build 0.4.0.6 through Steam
  2. Load the game
  3. Select Cliffs or Gridmap
  4. Toggle denoiser on/off to observe issue

Expected behavior

API Trace

Screenshots Video Denoiser Example Screen Space Motion Vectors

Kim2091 commented 8 months ago

Figured I'd follow up with a small discovery. Switching to ReLAX with the default settings yields an improvement in visuals, however it still has major artifacts and looks worse than when the denoiser is disabled entirely.

Video

NV-DM commented 8 months ago

REMIX-2332 for tracking.

Kim2091 commented 6 months ago

https://github.com/NVIDIAGameWorks/rtx-remix/assets/62084776/9c8d4372-bf7b-4605-b4e3-6ca9832cd873

Here's a new sample showcasing it more in-depth

KCDQYaniss commented 6 months ago

I'm getting the same issue in GTA SA, https://youtu.be/HQvANTLVtZY Here the grass is weirdly reacting to motion https://youtu.be/iZYo1aDg9_A Here the DLSS is just making the rays freak out, the less DLSS i apply the less deconstructed it looks

It's happening after I modded a lot of vegetation and remixed them, so a lot of polygons in a small space

Kim2091 commented 5 months ago

@KCDQYaniss is your problem in GTA SA resolved?

Kim2091 commented 2 months ago

Ray Reconstruction has helped BeamNG.drive immensely. This game still has major lighting issues however (it's almost as if there aren't enough samples per pixel). In motion this is more apparent.

RR Off RR On