RTX Texture Filtering in Reference Path Tracing
August 8, 2026 ยท View on GitHub
The StandardLit reference path tracer integrates NVIDIA RTX Texture Filtering
(RTXTF) from Shaders/ThirdParty/RTXTF. The vendored source is taken from the
RTXTF library supplied in E:\RTXTF\libraries\RTXTF-Library; its NVIDIA license
is retained beside the shader headers.
Scope
- RTXTF is enabled by default for opaque StandardLit surface texture reads in
ReferencedPathtracingDXR. - Alpha-tested, transparent, and virtual-textured materials retain their visibility-safe sampling path. RTXTF's upstream documentation identifies alpha maps and off-screen visibility buffers as problematic stochastic uses.
- Ray-cone LOD selection remains owned by the reference path tracer. RTXTF stochastically selects the texel and fractional mip sample at that explicit LOD.
- Collaborative magnification is disabled in closest-hit shaders because a ray wave does not guarantee coherent screen-space lanes.
Settings
Use the VividRP/Path Tracing/Reference Path Tracing volume component:
- Enable RTXTF toggles stochastic texture filtering.
- RTXTF Filter selects Linear, Cubic, or Gaussian reconstruction.
- RTXTF Gaussian Sigma controls the Gaussian footprint in texels.
Linear converges to the existing hardware-filtered result and is the default. Cubic and Gaussian create a noisier per-frame signal and need temporal accumulation or ray reconstruction to resolve. Changing any RTXTF setting is part of the integrator signature and therefore invalidates old accumulation.