The geometry.
Put one triangle mesh inside the another different mesh modelling the same thing. now plot 50-49% depending on where your distance fit between the longest and the shortest distance.
If you make only your plot visible you are left with a computationally cheap method for generating curved geometry.
about a 50% slow down.
The rendering.
depth field lines can be worked out quick and these field lines can approximate how many pixels are required for each section of an object and the field lines of an object can converge with the main depth field lines.
What you end up with is a controlled partial rendering that can be AI scene completed and aligned with lowering the computational requirements of the ray tracing and de-noising.
about a 3.5X improvement
Upscaling features.
detail upscaling. 40% slow down
resolution upscaling.2.2x speedup
frame rate upscaling.2.8x speedup
Data saving 60%
The Energy Paths.
This could be done approaching the equation of one line intersecting another line equation which you descend from. This would allow for a lot of crreative energy paths.
1.1x speedup
A Nintendo game engine woulld do well with all this running on a 1.8-3 TFlop system..