Case study

nvrtx-May2024

NVRTX Tests

Rendered with the Pathtracer

Try to ignore the weirdness of the hair in the pathtraced version (also it wouldn’t render the debris scattered on the floor).

The arms have more accurate reflections in the pathtraced version.

Notice the heavy denoise in the nvRTX version and how it can remove some detail.

Render Time in Minutes: nvRTX 5; Pathtracer 80
Render Time
RendererMinutes
nvRTX5
Pathtracer80

For this shot I tried to come up with something that would be difficult for any renderer.

This image is lit with a single emissive object. Emissive objects are always noisey, I wanted to see how nvRTX would handle it, especially as it got darker.

This is the nvRTX render. The scene is a single emissive mesh. If you full-screen the clip you’ll get a better idea of the amount of noise. Honestly, I was impressed it was able to handle it as good as it did.

This is the Pathtraced version. It has the same lighting setup as the above clip (one emissive mesh).

Notice the GI is brighter in this version. Reflections seemed pretty close between the two versions.

No idea why the debris doesn’t show up on this version.

I wanted to see how nvRTX would do with a light instead of the emissive mesh. Much cleaner and faster render time.

Render Time in Minutes: nvRTX Light 4; nvRTX Emissive 17; Pathtracer 148
Render Time
RendererMinutes
nvRTX Light4
nvRTX Emissive17
Pathtracer148

One area that nvRTX currently struggles with is mirror-like reflections. There can be a lot of flickering. There might be a CVAR that cleans it up but if there is, I didn’t find it.

Notice the crazy flickering on the helmet. This is a known issue with nvRTX that is being worked on. Adding a small amount of roughness can usually clear this up.

Check the flickering on the right near the fence area. I tried a bunch of CVars but could not get rid of it.

Of course I could have used Lumen GI and Lumen reflections, but I wanted to test as much new stuff as possible.

This last shot was my favorite. I was really surprised at how closely it matched the Pathtraced version. Really the biggest difference is the flickering in the helmet and some of the background shadowing.

This is the nvRTX version. You can notice some GI flickering and the mirror reflections on the helmet has a lot of flickering.

The Pathtraced version (2048 samples, 128 Spatial and 16 Temporal)

Render Time in Minutes: nvRTX 30; Pathtracer 197
Render Time
RendererMinutes
nvRTX30
Pathtracer197