Under the General Settings – Rendering tab, Enscape provides further options to enhance performance: Image Quality Options Ray-Traced Sun Shadows – Enabling this will enable ray-tracing for sun shadows instead of using shadow maps and will provide a higher level of shadow detail. Semi-transparent geometry will cast shadows with the opacity and tint color, or base color and texture of a glass material, contributing to the appearance of the shadows.
NOTE: this feature may result in a significant increase of the GPU’s VRAM. It’s recommended to disable this feature to resolve issues rendering super high resolution / panoramas / video. NVIDIA Shadow Denoiser – Reduces the noise in soft shadows along the edges, particularly during camera movement, at the expense of rendering time. The denoiser will not be used in rest mode and for captures. Activate both Ray-Traced Sun Shadows and the NVIDIA Shadow Denoiser for optimal rendering outcomes. Grass/Carpet Rendering – When disabled, a slight performance increase can be had, but carpet and grass geometry will not be rendered.
Hardware FeaturesHardware-accelerated Ray-Tracing – In cases where RTX is causing memory issues. RTX is enabled by default and a restart of Enscape will be required when toggling this feature. Ray-Traced Artificial Light (Beta) – Enabling this Beta feature will apply Ray-Tracing to Artificial Light sources instead of using shadow maps and will provide a higher level of shadow detail. At High Rendering Quality or above, the effects of semi-transparent geometry are also visible. This feature may result in a significant increase of the GPU’s VRAM. It’s recommended to disable this feature to resolve issues rendering super high resolution / panoramas / video. |
NVIDIA DLSS – Deep Learning Super Sampling is an RTX technology that uses AI to boost frame rates, meaning high resolutions can be used whilst maintaining a solid frame rate. Auto Exposure needs to be enabled in the Visual Settings when DLSS is activated. |
Restmode – When enabled, animations will stop a few seconds after you cease movement in the Enscape viewport. Animated models potentially use a lot more GPU memory than non-animated ones. Switching off wind by reducing its intensity to zero in visual settings also allows Enscape to optimize that and handle animated vegetation the same way as non-animated models and potentially reducing the memory footprint. |