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RTX - Real-Time 2.0 mode#

Omniverse RTX Renderer provides the RTX - Real-Time 2.0 mode, a physically based path-tracing rendering mode leveraging the NVIDIA DLSS suite of neural rendering technologies, which enables rendering more geometry at higher fidelity than rasterization techniques, at real-time performance.

The RTX - Real-Time 2.0 mode is complemented by the RTX – Interactive (Path Tracing) mode, which can achieve higher fidelity results with some performance trade-offs. See the RTX – Interactive (Path Tracing) mode documentation for more details.

Note

In order to achieve real-time performance, some effects such as sub-surface scattering, depth of field, and volume rendering may diverge more than other effects when compared to the RTX – Interactive (Path Tracing) mode.

The RTX Real-Time (Legacy) mode documentation can be found here.

Which render mode is enabled at startup can be modified.

  • In the application’s Preferences UI’s under Edit -> Preferences -> Rendering -> RTX Renderers. By default none are specified, which results in the RTX Renderer determining its own default modes to enable. If any are enabled through this UI, upon restarting the application, only those will now be enabled.

  • With commands at startup: --/persistent/rtx/modes/rt2/enabled=true for the RTX - Real-Time 2.0 mode, --/persistent/rtx/modes/pt/enabled=true for the RTX – Interactive (Path Tracing) mode, and --/persistent/rtx/modes/rt/enabled=true for the RTX Real-Time (Legacy) mode.

Eco Mode#

Display Name

Setting Name

Type and Default Value

Description

ECO Mode

/rtx/ecoMode/enabled

Bool True

Pauses frame rendering automatically to reduce GPU usage. This can be particularly useful to reduce power consumption on laptops.

Stop Rendering After This Many Frames Without Changes

/rtx/ecoMode/maxFramesWithoutChange

Int 500

Frame rendering is paused after this many frames without changes, and will resume when a change occurs.

NVIDIA DLSS#

Display Name

Setting Name

Type and Default Value

Description

Frame Generation

/rtx-transient/dlssg/enabled

Bool True

DLSS Frame Generation boosts performance by using AI to generate more frames. DLSS analyzes sequential frames and motion data to create additional high-quality frames. This feature requires an Ada Lovelace architecture GPU.

Super Resolution

/rtx/post/aa/op

Int 3

Choose between two AI-based algorithms to improve image quality.
- DLSS (3): Boosts performance by using AI to output higher resolution frames from a lower resolution input. DLSS samples multiple lower resolution images and uses motion data and feedback from prior frames to reconstruct native quality images.
- NVIDIA DLAA (4): Provides higher image quality with an AI-based anti-aliasing technique. DLAA uses the same Super Resolution technology developed for DLSS, reconstructing a native resolution image to maximize image quality.
  • Mode

/rtx/post/dlss/execMode

Int 3

Select between Performance, Balanced, Quality, or Auto modes.
- Auto (3): Selects the best DLSS Mode for the current output resolution.
- Quality (2): Offers higher image quality than balanced mode.
- Balanced (1): Offers both optimized performance and image quality.
- Performance (0): Offers a higher performance boost than balanced mode.

Note

DLSS Ray Reconstruction is enabled if supported by the GPU and is not optional. See Feature Support for more details.

Path Tracing#

Display Name

Setting Name

Type and Default Value

Description

Max Bounces

/rtx/rtpt/maxBounces

Int 3

Maximum number of ray bounces for any ray type. Higher values give more accurate results, but worse performance.

Total Samples per Pixel (0 = inf)

/rtx/rtpt/maxSpecularAndTransmissionBounces

Int 3

Maximum number of ray bounces for specular and trasnimission.

Max SSS Volume Scattering Bounces

/rtx/rtpt/maxVolumeBounces

Int 15

Maximum number of ray bounces for SSS.

Fractional Cutout Opacity

/rtx/pathtracing/fractionalCutoutOpacity

Bool True

If enabled, fractional cutout opacity values are treated as a measure of surface ‘presence’, resulting in a translucency effect similar to alpha-blending. Path-traced mode uses stochastic sampling based on these values to determine whether a surface hit is valid or should be skipped.

Roughness Threshold

/rtx/rtpt/maxRoughness

Float 0.3

Roughness threshold at which a material with higher roughness is considered a rough surface. The rough surface will be rendered using approaches and approximations that favor performance.

Translucent Motion Vector Correction

/rtx/rtpt/translucency/virtualMotion/enabled

Bool True

Enables motion vectors for translucent (refractive) objects, which can improve temporal rendering such as denoising, but can result in worse performance.

Note

While using a higher number of bounces increases accuracy of the final image, it may result in diminishing returns in terms of image quality relative to performance.

Sampling & Caching#

Display Name

Setting Name

Type and Default Value

Description

Caching

/rtx/rtpt/cached/enabled

Bool True

Enables caching path-tracing results for improved performance at the cost of some accuracy.

Many-Light Sampling

/rtx/rtpt/lightcache/cached/enabled

Bool True

Enables many-light sampling algorithm, resulting in faster rendering of scenes with many lights. This should generally be always enabled, and is exposed as an option for debugging potential algorithm artifacts.

Mesh-Light Sampling

/rtx/rtpt/ris/meshLights

Bool False

Enables direct illumination sampling of geometry with emissive materials.

Firefly Filtering#

Display Name

Setting Name

Type and Default Value

Description

Firefly Filtering

/rtx/rtpt/fireflyFilter/enabled

Bool True

Enables image filtering to reduce the presence of excessively bright “firefly” pixel artifacts.

Max Ray Intensity Glossy

/rtx/rtpt/fireflyFilter/maxUnexposedIntensityPerSample

Float 3200

Clamps the maximium ray intensity for glossy bounces. Can help prevent fireflies, but may result in energy loss. This value is automatically scaled with the exposure.

Max Ray Intensity Diffuse

/rtx/rtpt/fireflyFilter/maxUnexposedIntensityPerSampleDiffuse

Float 3200

Clamps the maximium ray intensity for diffuse bounces. Can help prevent fireflies, but may result in energy loss. This value is automatically scaled with the exposure.

Max Ray Intensity Emissive

/rtx/rtpt/fireflyFilter/maxPerEmissiveUnexposedIntensity

Float 3200

Clamps the maximium ray intensity for emissive contribution after primary bounce. Can help prevent fireflies, but may result in energy loss. This value is automatically scaled with the exposure.

Subsurface Scattering#

Display Name

Setting Name

Type and Default Value

Description

Subsurface Scattering

/rtx/raytracing/subsurface/enabled

Bool False

Enables subsurface scattering.

Max Sample Per Frame

/rtx/raytracing/subsurface/maxSamplePerFrame

Int 32

Max samples per frame.

Firefly Filtering

/rtx/raytracing/subsurface/fireflyFiltering/enabled

Bool True

Enables firefly filtering for the subsurface scattering.

Denoise Irradiance Output

/rtx/directLighting/SampledLighting/irradiance/denoiser/enabled

Bool False

Denoise the irradiance output from sampled lighting pass before it’s used. Helps in complex lighting conditions or if there are large area lights which makes irradiance estimation difficult with low sampled lighting sample count.

Transmission

/rtx/raytracing/subsurface/transmission/enabled

Bool True

Enables transmission of light through the medium, but requires additional samples and denoising.

  • BSDF Sample Count

/rtx/raytracing/subsurface/transmission/bsdfSampleCount

Int 1

Transmission sample count per frame.

  • Samples Per BSDF Sample

/rtx/raytracing/subsurface/transmission/perBsdfScatteringSampleCount

Int 1

Transmission samples count per BSDF Sample. Samples per pixel per frame = BSDF Sample Count * Samples Per BSDF Sample.

  • Screen-Space Fallback Threshold

/rtx/raytracing/subsurface/transmission/screenSpaceFallbackThresholdScale

Float 0.1

Transmission threshold for screen-space fallback.

  • Half-Resolution Rendering

/rtx/raytracing/subsurface/transmission/halfResolutionBackfaceLighting

Bool True

Enables rendering transmission in half-resolution to improve performance at the expense of quality.

  • Sample Guiding

/rtx/raytracing/subsurface/transmission/ReSTIR/enabled

Bool False

Enables transmission sample guiding, which may help with complex lighting scenarios.

Global Volumetric Effects#

Display Name

Setting Name

Type and Default Value

Description

Accumulation Frames

/rtx/raytracing/inscattering/maxAccumulationFrames

Int 128

Number of frames samples accumulate over temporally. High values reduce noise, but increase lighting update times.

Depth Slices Count

/rtx/raytracing/inscattering/depthSlices

Int 96

Number of layers in the voxel grid to be allocated. High values result in higher precision at the cost of memory and performance.

Pixel Density

/rtx/raytracing/inscattering/pixelRatio

Int 8

Higher values result in higher fidelity volumetrics at the cost of performance and memory (depending on the # of depth slices).

Slice Distribution Exponent

/rtx/raytracing/inscattering/sliceDistributionExponent

Float 3.0

Controls the number (and relative thickness) of the depth slices.

Inscatter Blur Sigma

/rtx/raytracing/inscattering/inscatterUpsample

Int 1

Sigma parameter for the Gaussian filter used to spatially blur the voxel grid. 1 = no blur, higher values blur further.

Inscatter Dithering Scale

/rtx/raytracing/inscattering/ditheringScale

Float 10.0

The scale of the noise dithering. Used to reduce banding from quantization on smooth gradients.

Spatial Sample Jittering Scale

/rtx/raytracing/inscattering/spatialJitterScale

Float 1.0

Scales how far light samples within a voxel are spatially jittered: 0 = only from the center, 1 = the entire voxel’s volume.

Temporal Reprojection Jittering Scale

/rtx/raytracing/inscattering/temporalJitterScale

Float 0.5

Scales how far to offset temporally reprojected samples within a voxel: 0 = only from the center, 1 = the entire voxel’s volume. Acts like a temporal blur and helps reduce noise under motion.

Use 32-bit Precision

/rtx/raytracing/inscattering/use32bitPrecision

Bool False

Allocate the voxel grid with 32-bit per channel color instead of 16-bit. This doubles memory usage and reduces performance, generally avoided.

Flow Sampling

/rtx/raytracing/inscattering/enableFlowSampling

Bool False

Samples density from Flow grid.

  • Min Layer

/rtx/raytracing/inscattering/minFlowLayer

Int 0

Min Flow layer to sample, inclusive.

  • Max Layer

/rtx/raytracing/inscattering/maxFlowLayer

Int 100

Max Flow layer to sample, inclusive.

  • Density Scale

/rtx/raytracing/inscattering/flowDensityScale

Float 250.0

Scale to apply to sampled Flow density.

  • Density Offset

/rtx/raytracing/inscattering/flowDensityOffset

Float 1.0

Offset applied after scale. 1.0 allows existing fog to continue working normally.

Multi Matte#

_images/multimatte.png

Multi Matte extends AOV support by enabling rendering masked mesh geometry and materials to AOVs.

The Multi Matte channel count defines the total number of channels available, and each is assigned to a Multi Matte AOV’s color channel (red, green, or blue). Each channel has an index, and Mesh geometry or materials with a matching Multi Matte ID index will be rendered to the first Multi Matte AOV channel found with a matching index.

If a geometry has a Multi Matte ID set, and has a material assigned with a Multi Matte ID set, then the ID on the geometry takes precedence.

In order to set a Multi Matte ID on a material, add the attribute uniform int multimatte_id to the Material prim.

Debug View contains a list of all Multi Matte AOV passes which can be previewed.

Display Name

Setting Name

Type and Default Value

Description

Channel Count

/rtx/pathtracing/multimatte/channelCount

Int 0

Multimatte allows rendering AOVs of meshes which have a Multimatte ID index matching a Multimatte AOV’s channel index. Channel Count determines how many channels can be used, which are distributed among the Multimatte AOVs’ color channels. You can preview a Multimatte AOV by selecting one in the Debug View render settings.

Multimatte AOV

  • Red Channel Multimatte ID Index

/rtx/pathtracing/multimatte/channel(+index)

Int -1

The Multimatte ID index to match for the red channel of this Multimatte AOV.

  • Green Channel Multimatte ID Index

/rtx/pathtracing/multimatte/channel(+index)

Int -1

The Multimatte ID index to match for the green channel of this Multimatte AOV.

  • Blue Channel Multimatte ID Index

/rtx/pathtracing/multimatte/channel(+index)

Int -1

The Multimatte ID index to match for the blue channel of this Multimatte AOV.

Multi-GPU#

Multi-GPU mode distributes the image across the GPUs while automatically balancing the workload. Automatic Load Balancing can improve performance, particularly at high resolution and with mixed GPU models of varying capacity.

The primary GPU performs various tasks, such as: rendering pixels, sample aggregation, denoising, post processing, UI rendering. The default GPU 0 Weight value is usually ideal.

Display Name

Setting Name

Type and Default Value

Description

Multi-GPU

/rtx/pathtracing/mgpu/enabled

Bool True

Enables using multiple GPUs (when available). This splits the rendering of the image into a large tile per GPU with a small overlap region between them.

Automatic Load Balancing

/rtx/pathtracing/mgpu/autoLoadBalancing/enabled

Bool True

Automatically balances the amount of total path tracing work to be performed by each GPU in a multi-GPU configuration.

GPU (index) Weight

/rtx/pathtracing/mgpu/weightGpu(+index)

Float Auto

The amount of total Path Tracing work (between 0 and 1) to be performed by the first GPU in a Multi-GPU configuration. A value of 1 means the first GPU will perform the same amount of work assigned to any other GPU. Ignored if Automatic Load Balancing is enabled.

Compress Radiance

/rtx/pathtracing/mgpu/compressRadiance

Bool False

Enables lossy compression of per-pixel output radiance values.

Compress Albedo

/rtx/pathtracing/mgpu/compressAlbedo

Bool True

Enables lossy compression of per-pixel output albedo values (needed by OptiX denoiser).

Compress Normals

/rtx/pathtracing/mgpu/compressNormals

Bool True

Enables lossy compression of per-pixel output normal values (needed by OptiX denoiser).

Multi-Threading

/rtx/multiThreading/enabled

Bool True

Enabling multi-threading improves UI responsiveness.

Note

In simple scenes, Automatic Load Balancing may not make a significant difference, and may take more time in scenes with low frame rates.

Limitations#

Multi-GPU rendering lowers the cost of rendering more pixels and is ideal for high-resolution rendering, particularly for the RTX Interactive (Path Tracing) mode. It will not improve performance for animations, physics, etc.

For efficiency’s sake, in some contexts rendering will switch to single-GPU automatically until conditions warrant multi-GPU rendering, for example when rendering at low resolution.

Multi-GPU rendering is enabled by default if the system has multiple NVIDIA RTX-enabled GPUs of the same model.

Per-GPU memory usage is limited to 48GB.

Multi-GPU is disabled for mixed-GPU configurations. This can be overridden with a setting. Note that the GPU with the lowest memory capacity will limit the amount of memory the other GPUs can leverage.

GPUs which don’t support ray tracing are skipped automatically.

Note that LDA (SLI) configurations are only supported on DX12, not on Vulkan.

Note

A GPU information table is logged to the omniverse .log file under [gpu.foundation] listing which GPUs are set as Active. Each GPU has a device index assigned and this index can be used with the multi-GPU settings below.

Setting Name

Type and Default Value

Description

/renderer/multiGpu/enabled

Bool True

Specifies if multi-GPU is enabled, but multi-GPU is disabled if the NVIDIA RTX-enabled GPUs are not of the same model; setting this to true will enable multi-GPU anyway.

/renderer/multiGpu/activeGpus

String Auto

Enables only a subset of GPUs, specified by a comma-separated list of device indices.

/renderer/multiGpu/maxGpuCount

Int Auto

Specifies the maximum number of NVIDIA RTX-enabled GPUs. GPUs which don’t support ray tracing are skipped automatically.