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TAA is especially horrid. I'd rather deal with a bit of aliasing than ghosted images like I'm on a LCD screen from 1996.
Not very exciting for those, who just wanna play Teardown, but i still find it crazy, to see 1080p/60FPS in a fully path-traced game on something, like a GTX 1080.
While i personally consider the noise part of the game's style and charm at this point, the devs could add a "Very High" or "Extreme" quality-option with even less noise for people with a powerful enough GPU to brute force it, since a lot more powerful hardware got released since this game's inception. Being able to fine tune more options in general, than just DoF and a barrel distortion filter, would be nice, actually.
That happens, because physics calculations in Teardown are single-thread limited, causing bottlenecks during heavy destruction even on powerful CPU's. According to the devs, there are technical limitations preventing them to simply split the load more evenly across multiple CPU-threads.
( Edit: This is wrong and physics are actually multi-threaded: https://twitter.com/voxagonlabs/status/1617616114581925888 )
You can try the "Performance Mod" from the workshop and set it to more aggressively remove debris during destruction, but at the end of the day, you're trying to push the game beyond what it can handle with mods.
Another article here:
https://blog.voxagon.se/2018/01/03/screen-space-path-tracing-diffuse.html
Generally you are correct, the game, as you state, does not use hardware ray tracing, it is done in software and is (I am 99% sure) CPU bound. I don't know whether this is single core based or suitable for multi threading but either way CPU speed hasn't improved all that much since release so it seems unlikely the dev would be able/willing to offer higher resolution path tracing options.
I'm not sure why the OP is noticing everything to be unusually blurry/fuzzy. It might be helpful to upload some in game shots to see whether what you are seeing is the same for everyone. I do remember some people complaining about this kind of thing early on and I think it was more to do with their setup or a bug.
If you want to confirm this, just look at your GPU usage in general or change the in-game quality options (which is just overall RT-quality) and you'll see the GPU utilization change accordingly.
But yeah, a screenshot or better, a short clip (less de-noising during motion) would help determine if it's just noise or actually an issue.
Well.. having read your comment and then looked for other sources I do have to lean towards your explanation.
https://blog.voxagon.se/2018/10/17/from-screen-space-to-voxel-space.html
"Since each object has it’s own transform and can be freely moved and rotated, I have to rasterize each object into the big world texture continuously. This is done on the cpu and the relevant parts of the texture is updated with glTexSubImage3D. "
This mentions the CPU but isn't directly referring to the actual raytracing.. Further down the article he mentions "Timing taken on a GTX 1080" this would suggest that you may well be correct.
I don't think you can assume that because the GPU is used to a lesser extent when the quality is turned down proves your point though although I accept it is another nail in the wall.
Overall I think I was essentially wrong but it would be helpful if the dev chimed in :)