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One further action I have observed, however, and this occurs both with and without DLSS so I do not believe it is that: changing a setting such as ambient light quality or shadows or SSR or somesuch, generally anything that may affect the rendering of the current scene, the game may look free of the issue briefly when exiting the menu until the camera is moved again or substantial movement occurs in the scene.
Just so I understand the issue you are talking about in the video primarily the effect around the edges on the leaves? When you try disable do you tried the different anti aliasing options? Is it only happening in this region?
That said, it's incredibly interesting to know that global illumination is whats responsible for the shimmering itself, thank you very much. Could you provide a link to the mod you're talking about?
https://www.nexusmods.com/monsterhunterwilds/mods/234
My problem is that a ton of surfaces in my game have this godawful jittery disco ball effect:
https://steamcommunity.com/sharedfiles/filedetails/?id=3456026361
The only way I've managed to reliably get rid of it is by having ray tracing on low, and GI on "low". It's the only combination that my GPU can keep up with, but at least it gets rid of this effect on both the ground and my hunter.
havent noticed such issues just using dlss + fsr mod on med/high preset, u pretty much need that mod as a 30 series card user.
and op stated they are using 3090, thats just extra hot no helping it, just UV.
https://youtu.be/iBhKQppPsQk
although if you want to manage power/heat you can frame cap at 30 and use lossless scaling to do multiple frame gen to like say 90
Edit: DLSS might amplify the problem, much like it does with the dithering, but I've had this with other raytracing implementations and always felt like it's intended ?
Screen space reflections won't do that tho, and it's much easier to run.