At that point the important metric is not only the FPS, but also the ability for the denoiser to take care of the interlaced pattern so it’s less apparent. So a 2×2 or 4×4 pattern with fully coherent rays will probably be the best for games. Also it will be important to scramble the pattern over time so that TAA can make the most of it. If there is still patchy patterns visible, it’s possible to add a bit of randomness into the rays as seen in the previous posts, but this must be done with care to avoid introducing too much bias into the image. Some applications will want to keep a fully stochastic sampling, and tiling their rays like that will probably help get a bit more performance.