Posts by Clemens Musterle

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    Is there a performance improvement to be had by changing wind speed to 0? Or is the very presence of the animated assets themselves (regardless of them moving) going to cause an issue?

    There are also a performance gains when you set the wind speed to 0, yes. How noticeable they are depends on the number of animated assets and settings like ray-traced sun shadows/artificial lights. For ray-tracing a so called acceleration structure is needed for each animated asset and if the geometry changes the acceleration structure of each individual asset has to be continuously updated, which causes noticeable overhead.


    The only noticable difference between the two are the following General Settings, which are grayed-out on the trouble computer (but enabled on the functioning machines):

    • Hardware-accelerated Ray-Tracing
      • NVIDIA Shadow Denoiser
    • NVIDIA DLSS

    In addtion to Demian's comment:
    If these options were available before on the same hardware this points to a potential driver installation issue. You might want to completely remove and re-install your graphics drivers.

    Can you please double-check if hardware ray-tracing is enabled (if you have a graphics card that supports it)? Could it be that the setting was enabled for the first rendering (or made on a different machine)?


    This has currently the biggest impact here, as without hardware ray-tracing indirect lighting relies much more on screen-space information and since the panorama is rendered in slices this information is not consistent for all directions.

    Bonnettc please also make sure to reset your settings. If things are looking too dark it's often the Exposure setting. Make sure Auto-Exposure is enabled and exposure brightness at 50%. If that doesn't help could you try different quality levels? At draft quality it should definitely look much brighter even indoors without any light sources.

    Hi Povics


    thanks for your report. This is currently expected behavior. If you have hardware ray-tracing enabled you will generally see glass in reflections (on Quality Level "Ultra"), but the diffusion of the frosted glass effect is currently not possible in reflections.

    Ok that explains it :) The 2060 is unfortunately the slowest of Nvidia's desktop RTX line-up and is probably also struggling to fit everything into the 6GB of VRAM with ray traced sun shadows, especially with animated wind (which costs a lot of memory in fact).

    As mentioned, in that case I would just recommend to keep the setting off.

    An upgrade to the latest RTX4000 series will eventually give you a nice performance boost though :)

    What kind of graphics card do you have? Also do you have DLSS enabled? This would help a lot with such a low framerate.

    Ray-traced sun shadows (& artificial lights) are relatively expensive when there are a lot of moving trees/vegetation in the scene. You can also try to set the Wind strength (Atmosphere settings) to 0, which should improve performance as well.
    But ultimately if that doesn't help, I'd suggest to keep the setting off, if you don't encounter any visual quality issues. You could still enable it for your image or video captures if needed though.

    Hey markitect2025 ,


    have you checked the latest 3.5.6 version or our 4.0 preview (Enscape 4.0 Preview 4) yet?
    In those versions we've updated our denoising solution for captures (make sure the option Nvidia Global Illumination Denoiser is enabled in the Renderer Settings), which should reduce noise in such situations notably.

    Hey IlseTanis thanks for your report. This was unfortunately a known issue of the Nvidia Denoiser integration for captures. It usually only occurs in very bright scenes.

    A workaround could be either to reduce the light brightness or to disable the Nvidia Denoiser in the renderer settings.


    This issue will be fixed in the upcoming 4.0 release! (Next Preview will also be shipped for Windows and arrive soon).

    This issue should only happen for rather rough metallic surfaces that are covered behind glass. If it's visually acceptable you might be able to avoid it by reducing the roughness of the material.


    Alternative would be to turn off transparent materials in reflections (which currently is enabled with hardware ray-tracing) via the userPre.cfg file:

    Code
    r_alphaInReflections 0

    If you add the above it should not be visible anymore either, but you lose reflections of transparent objects in mirrors etc.

    Hey ViggoPaulman


    you might be interested in our blog post & webinar on the topic:
    https://blog.enscape3d.com/enscape-nvidia-dlss-support

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    DLSS, to be very blunt and simple, is an AI "interpretation" feature by NVIDIA, that analyzes your scene and adds in its own frames in between the frames produces by the software [...]


    That's not entirely accurate for the current Enscape (DLSS 2 based) integration, but a specific feature of DLSS 3 called "frame generation", which we haven't adopted yet.
    DLSS in Enscape is only upscaling the contents of the frame at hand, but of course since the GPU can render in a lower resolution you can already get a notable speed-up thanks to that.

    DLSS will be active for walk-through and video rendering. Still images do get up-scaled if DLSS is enabled, but this up-scaling doesn't need the neural network as it's much simpler and can be solved without it. In theory there can be minor visual differences (in screen-space effects) due to the up-scaling, but usually still images are almost identical to the native resolution results, as you've noted.

    For video renderings your results may vary: 2 years ago when we first shipped it, DLSS video quality was usually even superior to native resolution rendering, due to our temporal anti-aliasing implementation, which couldn't compete when it comes to sharpness/ghosting for fast camera movement.
    However in the mean-time we've replaced that temporal anti-aliasing implementation with AMD's FSR2 algorithm, which delivers much better quality.


    Bottom line:
    If you want best possible quality in your videos and don't have any issues with limited VRAM or long rendering times, deactivating DLSS makes sense.
    However if you're doing e.g. 4k or even higher resolution videos and you risk running out of VRAM and rendering times become a bottleneck in your process DLSS usually doesn't degrade quality notably even compared to the native resolution FSR2 temporal anti-aliasing we have today.


    And generally if you need fluent frame-rates for smooth navigation in your real-time walkthroughs it makes a lot of sense to have it enabled, especially on high-resolution (4k) displays.

    Hope that helps!

    Hi wlam


    What you have here is very likely so-called z-fighting (https://en.wikipedia.org/wiki/Z-fighting): Two surfaces are placed in exactly the same position or extremely close to each other. Renderers are in this case unable to decide which surface is visible to the camera in a coherent way.
    You need to either delete one of the surfaces in your CAD program or move the overlapping surfaces away from each other.

    Hope that helps!