Raytrace mode and Nvidia Denoiser

Seems to be an odd bug with the raytrace viewport when the Nvidia denoiser is on. If its OFF rotating in the viewport performs as expected. If denoiser is ON when you rotate the view the camera snaps back original view that the denoiser was set for. Anyone else experiencing this?

GPU is Nvidia Titan XP ( I know its an old card) but the drivers are all up to date.

Standard graphics configuration.
Primary display and OpenGL: NVIDIA TITAN Xp (NVidia) Memory: 12GB, Driver date: 2-2-2023 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 528.49
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port #0
- Secondary monitor attached to adapter port #1

OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)

Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High

Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 2-2-2023
Driver Version:
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 12 GB

I can’t repeat that behavior here. Does it happen also with the intel denoiser?
Does it happen also with only one display connected?

I will try both.

Works normally with the Intel denoiser on. Problem seems to be only with the Nvidia denoiser. I turned it on let it process then rotated and it snapped back. Turned it off and the view updated. I will try disconnecting the second monitor when I get a chance and see if that is a variable.

If you have only one Nvidia GPU I recommend using the Intel denoiser. Doing both Raytraced and denoising on the same GPU punishes it quite a bit. I haven’t had it snap back though, but slow updates may happen.

Yeah I think I will stick with Intel version for now until I can upgrade my GPU.

Thanks for the help guys.