Samples Settings Deep Dive (Advanced: Spatial vs. Temporal)
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This page is an advanced guide for those “having issues even following recipes” or “noticing contradictions with Epic Games official tutorials”.
Who Should Read This Page
- ✅ Tried Pro Rendering Guide but PC crashes
- ✅ Want to thoroughly understand Movie Render Queue settings
- ✅ Want to know the difference between Epic Games official tutorial (for Lumen) and R.Design (for Path Tracing) settings
- ✅ Want to understand the difference between “Spatial 64 × Temporal 32” and “Spatial 2048 × Temporal 1”
For First-Timers
If you haven’t tried the basic recipes yet, please read Pro Rendering Guide first. This page digs deeper into the “why” of those recipes.
1. Common Confusion: Why Epic Official and R.Design Settings Differ
The Core Issue
If you learned about Movie Render Queue from Epic Games Official Tutorials, it probably said this:
“Keep Temporal Sample Count low (1-2) and increase Spatial Samples to improve anti-aliasing”
Meanwhile, R.Design Wiki recommends “Spatial 64 × Temporal 32”.
This is not a contradiction. It’s because the technologies used are different.
| Target | Technology | Temporal Samples Role |
|---|---|---|
| Epic Official Tutorial | Lumen / Rasterization (Standard real-time CG) | For motion blur Creates afterimage effects in moving footage. Unnecessary for still images, so keep low. |
| R.Design (This Wiki) | Path Tracing (Physics-based photorealism) | For noise reduction Higher means less grainy noise like static. Essential even for still images. |
Conclusion
- Video production with Lumen → Temporal 1-2 is correct (Epic official is right)
- Still images with Path Tracing → Temporal 16-32 is correct (R.Design Wiki is right)
Depending on which technology you’re using, best practices are opposite.
2. The Essence of “Total Samples” in Path Tracing
In Path Tracing, the following formula determines image quality:
Spatial Samples × Temporal Samples = Total SamplesWhat are Total Samples?
“How many times per pixel do we calculate light bouncing?” - the total count.
| Total Samples | Result |
|---|---|
| 64 | Grainy noise like static. Unusable. |
| 256 | Viewable with Denoiser ON. |
| 512 | Practical level with Denoiser ON. Standard photorealism. |
| 1024 | Usable even with Denoiser OFF. Beautiful texture. |
| 2048 | Denoiser OFF recommended. Professional top quality. |
| 4096+ | Cinema level. Used for 8K or special lighting. |
Then Why Split Between Spatial and Temporal?
Theoretically, the following two give the same Total Samples (2048):
- Option A: Spatial
2048× Temporal1= 2048 - Option B: Spatial
64× Temporal32= 2048
However, GPU load distribution is completely different.
3. GPU Stability: Why Split with Temporal
Danger of Option A (High Spatial / Low Temporal)
Spatial: 2048
Temporal: 1GPU behavior:
- In 1 frame, tries to calculate 2048 light rays per pixel
- Instantaneous extreme high load
- GPU becomes “unresponsive”, TDR (Timeout Detection and Recovery) activates
- Screen goes black, “Driver stopped but recovered successfully” error
- Worst case, rendering interrupts or PC freezes
What is TDR Crash?
Windows judges GPU as “frozen” if it doesn’t respond for 2+ seconds, and forcibly restarts the driver. This is TDR (Timeout Detection and Recovery).
High-load Path Tracing easily triggers this timeout.
Stability of Option B (Low Spatial / High Temporal)
Spatial: 64
Temporal: 32GPU behavior:
- In 1 frame, calculates 64 light rays per pixel (light)
- 1 frame complete → calculate 64 more in next frame
- Repeat this 32 times
- Finally achieve Total 2048 samples
- Load distributed across frames, TDR doesn’t occur
Benefits of Temporal Splitting
- Breaks GPU load into “chunks”, preventing crashes
- Same rendering time but overwhelmingly higher stability
- For PCs with 8GB VRAM or less, this splitting is lifeline
4. Exception Cases: Scenes with Motion (Wind/Camera Motion)
The discussion so far assumes “completely static scenes”. If there’s motion like below, you need to change settings.
Case A: Tree Leaves Swaying in Wind
If wind settings are enabled in R.Design, high Temporal Samples function as “motion blur”.
Result:
- Tree leaves blur and become blurry
- “Photo-like sharpness” is lost
Solution:
Spatial: 1024 (or 2048)
Temporal: 1Notes:
- GPU crash risk increases
- If crashes occur, lower Spatial to 512
- Or turn OFF wind and shoot as still image (recommended)
Case B: Camera Moving Slowly
For video with camera sliding effects, similarly lower Temporal.
5. Settings Diagnosis Chart: What to Do When
Still Images (No wind, fixed camera)
| VRAM | GPU | Spatial | Temporal | Total | Denoiser | Notes |
|---|---|---|---|---|---|---|
| 6GB | RTX 3060 | 32 | 16 | 512 | ON | Standard balanced settings. Stability priority. |
| 8GB | RTX 4060 | 64 | 16 | 1024 | ON/OFF | Beautiful even with Denoiser OFF. |
| 12GB+ | RTX 5070 | 64 | 32 | 2048 | OFF | Professional top quality. Stable with Temporal split. |
Video (Wind present, camera moving)
| VRAM | GPU | Spatial | Temporal | Total | Denoiser | Notes |
|---|---|---|---|---|---|---|
| 6GB | RTX 3060 | 256 | 1 | 256 | ON | No motion blur. Lightweight settings. |
| 8GB | RTX 4060 | 512 | 1 | 512 | ON | Denoiser covers noise. |
| 12GB+ | RTX 5070 | 1024 | 1 | 1024 | OFF | Watch for crashes. Test required. |
Note for Video
Setting Temporal to 1 increases crash risk. Always test render short sections (about 10 seconds) before full production.
6. Troubleshooting: Frequently Asked Questions
Q1: Following recipe but screen goes black
Cause: TDR crash occurring.
Solution:
- Reduce Spatial by half (e.g., 64 → 32)
- Keep Temporal same (e.g., 32)
- Total Samples decrease but prioritize stability
Q2: Used Epic official settings (Temporal 1-2) but full of noise
Cause: Temporal is essential for noise reduction in Path Tracing.
Solution:
- Increase Temporal to 16 or more
- Or set Spatial to 1024+ (but crash risk)
Q3: Stable even with Spatial 2048 × Temporal 1. Is this correct?
Answer: If your GPU is very powerful (VRAM 16GB+, good cooling), it works. However, there are following disadvantages:
- Possible sudden crashes during long renders
- Unstable when other apps (Chrome etc.) open simultaneously
Recommendation: Changing to 64 × 32 gives same quality, so splitting is safer.
Summary: Philosophy of Samples
| Element | Role | Adjustment Policy |
|---|---|---|
| Spatial Samples | Calculation density per frame | Too high causes TDR crash. Adjust based on VRAM capacity. |
| Temporal Samples | Load distribution count | Higher is more stable. However, causes blur if motion present. |
| Total Samples | Final image quality | 512 practical, 1024 high quality, 2048 professional grade. |
Pro’s Rule (Recap)
- Still images (no wind): Suppress Spatial, earn Total through Temporal
- Video (with wind): Set Temporal to 1, secure quality with Spatial
- Crashes occur: First halve Spatial. If still fails, turn Denoiser ON
Reference Links
- Epic Games Official Tutorial: Movie Render Queue
- Pro Rendering Guide - Basic recipes
- Interior & Night Scenes - Scene-specific setting strategies
- Heavy Operation & Crashes - Crash troubleshooting
- System Requirements - VRAM capacity confirmation