The law that sets the price of ray tracing
Monte Carlo convergence
Monte Carlo error falls as 1/√N, and that single fact governs every render time you will ever wait for. It means the noise halves only when the sample count quadruples — so getting from visibly grainy to acceptable is cheap, and getting from acceptable to clean is not.
A patch estimated with the current number of samples per pixel, using the selected strategy. The grain you can see is the error plotted on the left.
| Quality | Samples | Relative cost | Render time |
|---|
Assuming a frame takes one second at 16 samples. The last row is why studios rent render farms.
Switch the three strategies on together. Importance sampling sits well below uniform on the chart — often by a factor of ten — but it runs parallel to it. It reduces the constant in front of the 1/√N, not the exponent. Every strategy in this family obeys the same law; they just start from a better place.
Stratified sampling does slightly better than parallel — spreading samples evenly rather than independently beats pure randomness for smooth integrands — but it degrades back towards 1/√N as the integrand gets spikier. Push the spikiness slider up and watch the three lines converge.
This is why denoising became standard. If you cannot beat 1/√N by sampling, the remaining option is to stop sampling early and repair the image afterwards — which is exactly what every production renderer and every RTX game now does.
√(σ²/N), which is σ/√N. Nothing about rendering is special here; it is the same statistics that governs opinion polls, and it is equally immovable. The only lever it leaves you is σ, the variance of a single sample, which is precisely what importance sampling, stratification and next-event estimation all attack.