MetalFX upscaler/denoiser and instant changes

Hi,

What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler?

Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense.

I guess the problem should be the same when objects appear or disappear instantly.

Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?

Answered by DTS Engineer in 890672022

Following up on my prior reply: for the cases you described, the answer is to use the scaler's history-reset property. Set it to true on the frame where the prior history is no longer applicable. The scaler will then discard accumulated state before evaluating the next frame.

Accepted Answer

Hello,

Using the denoiseStrengthMaskTexture to work around these anomalies appears to be a sensible choice as these areas don't contribute a significant amount of meaningful information to drive the underlying denoising algorithms.

Put another way, these changes are radically "noisy" by definition so attempts at denoising them don't appear to provide significant value, and therefore we can use a strength mask to avoid unnecessary work.

reactiveMaskTexture is geared for particle systems which can appear and disappear quickly.

That makes sense... Thanks a lot !

Following up on my prior reply: for the cases you described, the answer is to use the scaler's history-reset property. Set it to true on the frame where the prior history is no longer applicable. The scaler will then discard accumulated state before evaluating the next frame.

MetalFX upscaler/denoiser and instant changes
 
 
Q