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Re:Cyberpunk 2077’s Path Tracing Update by operator-name on Sunday May 07, 2023 @11:30PM (#35857755)
DLSS is a big part of the magic here. Ordinary 1 ray per pixel would be barely enough, let alone 1 ray per 2/4 pixels. We're really got the "trickery" to thank as without it we'd be taking a large step back in terms of detail.
Re:Cyberpunk 2077’s Path Tracing Update by newZWhoDis on Monday May 08, 2023 @12:56AM (#35858251)
Raster has decades of trickery built in. PT will catch up.
Re:Cyberpunk 2077’s Path Tracing Update by cubefox on Monday May 08, 2023 @05:11AM (#35859607)
The main "trickery" comes before DLSS, namely via the heavy use of a denoiser. This reduces the required ray count to a small fraction, while still yielding acceptable quality.
Re:Cyberpunk 2077’s Path Tracing Update by phatfish on Monday May 08, 2023 @06:41AM (#35860098)
I think the big gain came from "ReSTIR". The previous games released with RT "remasters" like Quake 2 have only a few lights that need to be traced per frame. ReSTIR apparently can optimize how rays are traced and allows for far more light sources to be visible.

This is where the performance gain for the 100s of lights Cyberpunk might have in a single frame comes from.

https://research.nvidia.com/publication/2021-06_restir-gi-pa...

There is a "Digital Foundry" video which mentioned it.