They all look great Janusz, perhaps a tad of too much of the Camera unfocus blur, not sure though ...
Is difficult to catch the correct focus settings when you have 5-10 fps
is not smooth enough
I just react on that a bit, and perhaps something related to the light intensity, contrast or color vibrance could be enhanced?
This is just my point of view on post-process (I wanted balanced colors/lights and a less artistic view - is important in my job to have not crazy colors but more natural ones) I know what to mean: greenish feeling, high contrast, etc. That`s a good system to show great render but useless for commercial work.
Yes, you can change whatever you want in post-process or add more effects (Unity has a full spectrum of that)
"old" path tracing still looks better?
Is the same (not exactly but slightly a bit better) difference with speed render, around 500-2000 times faster compared to Unity Path Tracing with Denoiser (not mentioned without) - you need around 1-2 min for the same effect or even more.
Path Tracing Unity/Unreal and PT from CPU (choose engine) are the same. Speed render of course thousands of times faster than CPU
Great that you uploaded a vid 10 hours ago showcasing it a bit more
Thanks! Actually, I switched to H-Trace because is has much better GI quality, faster render and you can render without Ambient Occlusion if you want and still you get really good corners!
Also, H-Trace has a very good Denoise system with extra tools and a detector for thickness with levels when Unity DXR has missed all of them.
From H-Trace GI looks more natural, there are no limits for distance (Infinity GI) no limits for bounce lights (Yes! in Unity I must stick with ONE bounce light).
Watch part of the video where is Indirect Light only - that's amazing and impossible to do from Unity DXR)
To achieve the same quality of GI in Unity DXR I need 2 bounce Lights and a horrible amount of samples - that is the killer for GPU.