FSR™ Ray Regeneration Sample

This sample demonstrates how to integrate and experiment with FSR™ Ray Regeneration 1.1.0, a real-time ray-tracing denoising solution designed to improve the stability and visual quality of ray-traced lighting signals.
For details on the underlying algorithm, refer to the FSR™ Ray Regeneration technique documentation.
Table of contents
- Requirements
- UI elements
- Setting up FSR™ Ray Regeneration
- Sample controls and configurations
- See also
Requirements
- AMD FSR™ Ray Regeneration requires an AMD Radeon™ RX 9000 Series GPU or later.
- DirectX® 12 + Shader Model 6.6
- Windows® 11
UI elements
The sample contains various UI elements to help you explore the techniques it demonstrates. The tables below summarize the UI elements and what they control within the sample.
Context creation
| Element name | Values | Description |
|---|---|---|
| Version | 1.1.0 | Dropdown for specifying the denoiser context version number. The newest context appears first in the list. Sets the version member of the ffxCreateContextDescDenoiser context creation description. |
| Mode | 4 Signals, 2 Signals, 1 Signal | Dropdown for specifying the number of signals to denoise. Sets the mode member of the ffxCreateContextDescDenoiser context creation description. |
| Denoise dominant light visibility | Checked, Unchecked | Checkbox for specifying whether the dominant light visibility should be denoised (as an additional separate signal). Sets the FFX_DENOISER_ENABLE_DOMINANT_LIGHT flag to the flags member of the ffxCreateContextDescDenoiser context creation description. |
| Enable debugging | Checked, Unchecked | Checkbox for specifying whether debugging should be enabled. Sets the FFX_DENOISER_ENABLE_DEBUGGING flag to the flags member of the ffxCreateContextDescDenoiser context creation description. |
Configure
| Element name | Values | Description |
|---|---|---|
| Cross bilateral normal strength | [0.0, 1.0] | Sets the FFX_API_CONFIGURE_DENOISER_KEY_CROSS_BILATERAL_NORMAL_STRENGTH configuration parameter. |
| Disocclusion threshold | [0.01, 0.05] | Sets the FFX_API_CONFIGURE_DENOISER_KEY_GAUSSIAN_KERNEL_RELAXATION configuration parameter. |
| Gaussian kernel relaxation | [0.0, 1.0] | Sets the FFX_API_CONFIGURE_DENOISER_KEY_GAUSSIAN_KERNEL_RELAXATION configuration parameter. |
| Max radiance | [0.0, 65504.0] | Sets the FFX_API_CONFIGURE_DENOISER_KEY_MAX_RADIANCE configuration parameter. |
| Radiance std clip | [0.0, 65504.0] | Sets the FFX_API_CONFIGURE_DENOISER_KEY_RADIANCE_CLIP_STD_K configuration parameter. |
| Stability bias | [0.0, 1.0] | Sets the FFX_API_CONFIGURE_DENOISER_KEY_STABILITY_BIAS configuration parameter. |
Dispatch
| Element name | Values | Description |
|---|---|---|
| Reset | NA | Button for resetting the history accumulation. Sets the FFX_DENOISER_DISPATCH_RESET flag on the flags member of the ffxDispatchDescDenoiser dispatch description. |
Display
| Element name | Values | Description |
|---|---|---|
| View mode | Default, Default (Input), Direct, Direct diffuse, Direct specular, Indirect, Indirect diffuse, Indirect specular, Direct (Input), Direct diffuse (Input), Direct specular (Input), Indirect (Input), Indirect diffuse (Input), Indirect specular (Input), Linear depth, Motion vectors, Normals, Specular albedo, Diffuse albedo, Fused albedo, Skip signal | Dropdown for specifying the view mode to display. |
| R G B A | Checked, Unchecked | Checkboxes for specifying which color channels (i.e. red, green, blue, alpha) of the selected view mode should be displayed. |
| Show debug view | Checked, Unchecked | Checkbox for specifying whether the debug view should be dispatched and drawn. The debug view requires debugging to be enabled. |
| Debug view mode | Overview, Fullscreen Target | Dropdown for specifying the debug view mode to display. |
| Debug viewport index | [0,FFX_API_DENOISER_DEBUG_VIEW_MAX_VIEWPORTS) | Slider for specifying the debug viewport index for the Fullscreen Target, debug view mode. |
Setting up FSR™ Ray Regeneration
The sample includes a dedicated Render Module for FSR™ Ray Regeneration which creates the context and manages its lifetime. See the FSR™ Ray Regeneration technique documentation for more details.
Sample controls and configurations
For information on sample controls, configuration options, and Cauldron Framework UI elements, see Running the samples.