Originally posted by AltoR
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Originally posted by AltoR
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Originally posted by AltoR
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Lets say I do something stupid like use aa 1/4 and use light samples of 400 on something. We'll pretend adaptive amount is 0.5 So we get our usual division thing happening where the 400 samples get divided by our max 4 aa so 100 samples per round of aa (again not accurate numbers, lets just go with the idea). Say for example our lighting takes a total of 301 samples to clean up perfectly. So we go through our render - aa 1 gets us 100 samples on our light which isn't good enough, we go up to aa 2 which gets us another 100 samples but again 200 samples isn't good enough, then up to aa 3 and 300 samples - again just short so up to aa 4. If we need to get to 301 samples and we're getting another 100 when we hit our aa 4 cycle, here's where the adaptive amount becomes relevant. For our example we're at 0.5 adaptive for this. This means we're going to always use 50% of our rays regardless if they're needed or not and then 50% are going to be used adaptively. The problem with larger adaptive amounts (and I'd imagine this is where Vlado is hesitant to use big numbers for MSR) is that we only need 1 more sample to get our clean result but because of a high adaptive amount we're taking another 49 samples we don't need as well.
To me it's probably a tough one to get right. Again if you've a scene that needs 200 shading rays to clean up, having an 0.85 adaptive amount means that for 85% of the rays, you're taking a sample and then doing a test to see if the result has reached the noise threshold you want. This test has got to have some kind of overhead which will slow your render time so are you better off having less adaptivity so you can get up to your 200 samples quicker or are you better off having more adaptive testing and being able to stop sampling earlier? Similar to the example before, you using the minimum shading rate of 384 meant that for whatever your last aa ray was, you may have taken 384 rays when you only needed another 10 - that's the trouble with optimizing
Originally posted by AltoR
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Originally posted by AltoR
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