In RTX Real-Time 2.0, DLSS Ray Reconstruction completely blurs my fine “orange peel” normal map, treating the micro-bump detail as path-tracing noise.
The texture only resolves after seconds of static camera accumulation. In Movie Capture, forcing high “Settle Latency” ruins frame times. Disabling the DL-denoiser proves the renderer calculates the detail perfectly.
Is there any CVAR, DLSS preset, or specific material setup to force the RT 2.0 denoiser to preserve high-frequency normal maps without massive temporal accumulation? I need stable sequence rendering without switching to the slower Path Tracer.
