GI resolution under DLSS: checkerboard tracing or half resolution instead of every pixel #979
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sky_line/Slipstream#979
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From the 2026-10-23 GI performance pass. Baseline: RTX 5090, 4K, DLSS Ultra Performance (1280x720 render), GI at full render resolution, GI 3 + cache, ReSTIR DI 3, emissive on: GPU 30.9 ms/frame (GPU-bound), async deferred lighting 20.1 ms,
c_gi_trace12.7 ms (883k rays/frame).RenderVKDlssFullResSignalsforces GI to the full render resolution under DLSS, so every pixel traces (883k rays at 720p).Options
RenderVKGITraceEvery 2(checkerboard): half the fresh rays and hit shading. About -4 to -5 ms. GI stays raw-routed to Ray Reconstruction, with slightly noisier, laggier input.RenderVKDlssRawSignalsbit 32, GI falls back to our denoiser plus upsample (+~0.5 ms), and edges on thin geometry get noisier (the reason full-res was made automatic). With bit 32, RR gets 2x2-correlated noise.Decision needed on the default. Suggested first try: the checkerboard.