TL;DR:

Before:

An image showcasing the old de-noiser

After:

An image showcasing the new de-noiser

These images are 2 weeks old and there have been some changes to it, as well as a slider to adjust de-noising. Notice how much more pronounced the ambient occlusion is, and how much better the overall shading is. It’s also faster than the older implementation.

On the scene I used for testing this out, the overall rendering time went down from 3 minutes to just over 1 minute in an RTX 3090 Ti with an 8K lightmap.

Bonus: This PR shaves off a massive chunk of the codebase (about 10% apparently.) Expect faster build times and a smaller engine size in 4.2!

An image showing a diff of +304 and -114,449

  • I Cast Fist
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    129 months ago

    Holy shit, 114k lines of code being blown away? That has to be some sort of record for efficiency gain.

    I’m interested in comparative gains for lower-specs scenes, like 1k lightmap. Also, was that gain on Vulkan? Have you checked OpenGL 2 and 3, or it won’t work with them?

    • @popcar2OP
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      29 months ago

      I’m pretty sure this was on Vulkan, I’m not sure how it is for the compatibility renderer since many things about it isn’t finished for 3D.

  • Julian
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    69 months ago

    Nice to see! I’m using godots lightmap baking for my game and been running into some issues crashes when trying to denoise large light maps, hopefully this fixes that.

  • @onlinepersona
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    19 months ago

    I see a distinct lack of tests. Is that normal?

    • @popcar2OP
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      19 months ago

      There’s been a lot of testing before this got merged, and it got merged to master which isn’t stable yet. Next month will be beta builds before 4.2 releases early november, so they’ll test many of the newer features and tune it accordingly.

      • @onlinepersona
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        19 months ago

        As in automated testing. I don’t see CI run nor any code hinting at automated testing.