diff --git a/collections/_article/dev-snapshot-godot-4-2-beta-1.md b/collections/_article/dev-snapshot-godot-4-2-beta-1.md index c7e39b8e97..0a03b33235 100644 --- a/collections/_article/dev-snapshot-godot-4-2-beta-1.md +++ b/collections/_article/dev-snapshot-godot-4-2-beta-1.md @@ -273,7 +273,7 @@ Godot 4.2 features support for AMD's F Darío also implemented a new lightmapper denoising approach to replace the old, extremely bulky and slow OIDN denoiser. Although a newer and improved version of OIDN is available, we were unfortunately stuck with an older one due to technical incompatibilities. The new JNLM denoiser avoids similar issues. It is also much faster as it utilizes compute shaders (and thus your GPU), and it's significantly more lightweight ([GH-81659](https://github.com/godotengine/godot/pull/81659)). -While the quality decrease can be noticeable under some circumstances, thanks to drastically reduced baking times, you can now use higher resolution maps to counteract that. If you would prefer to use OIDN, this is still possible by configuring the editor to use an external OIDN executable, giving access to the latest versions with support for GPU denoising ([GH-82832](https://github.com/godotengine/godot/pull/82832) by [Pāvels Nadtočajevs](https://github.com/bruvzg)). +While the quality may decrease in some situations (and increase in others), you can use higher quality options to increase the overall quality thanks to drastically reduced denoise times. If you would prefer to use OIDN, this is still possible by configuring the editor to use an external OIDN executable, giving access to the latest versions with support for GPU denoising ([GH-82832](https://github.com/godotengine/godot/pull/82832) by [Pāvels Nadtočajevs](https://github.com/bruvzg)). ![The result of using the new JNLM denoiser](/storage/blog/godot-4-2-beta/jnlm-denoiser.webp)