It produces fewer AI blotches, achieves a more accurate brightness (when rendered at a really low sample count), and seems to preserve more detail.
And I do this because from my personal experience, OIDN does a better job at denoising than OptiX. For almost everything I do in Blender, it’s denoised with ODIN. I probably had too high of expectations.I’m just going to talk about where I think OptiX temporal denoising falls short. The temporal option does increase temporal stability, however, it doesn’t live up to my expectations. To start off, OptiX temporal denoising is great. Sorry, this is just me kind of going on a tangent, expressing my opinions, and hypothesizing. I might continue experimentation? Try simple scenes with small amounts of detail? Try scenes with lots of detail? Try different sample counts? etc. Either way, seeing this integrated into Blender would be nice, and if not, I’m sure a small GUI app can easily be made to make OptiX temporal denoising more user friendly. It’s just a little tool to do the final clean up on animations once its rendered to a almost perfect state. Maybe OptiX temporal denoising isn’t as good as I expected it to be. I think we may be doing it right? Maybe not? I don’t have the technical knowledge to say anything with any certainty. This is similar to the ceiling in the classroom. The areas that are fine are basically just flat colours.Everything else looks mostly fine, but that’s probably down to two simple factors. Looking back over the OptiX example scene shown on their website, it’s hard to make definitive calls on anything because the resolution is so low, but it still looks like that even with temporal denoising there are still a bunch of “moving blotches” (primarily around areas of detail). But this could be only under some special condition for advertising purposes. In the little demo on the nvidia site that example looks much more extreme than mine at 50 samples but with even better results. We still have to be sure if we are doing things right.