@danielebelli96 That's quite interesting, I would imagine that the extra Denoising data that you'd normally use would be better suited for the job in some way otherwise what'd be the point of including it as a separate pass? In any event I'll certainly give that a try and see how the results look. If they're about right then I guess that will do, thanks for the tip! (I'll come back and post my findings after a quick low sample comparison)
PS: Well I can come back and say the results were actually pretty great, although transparent materials aren't handled correctly your custom Albedo map actually offered better results than the default Denoising Albedo node outside of transparent objects,
Now, my scene is focused around an advanced crystal but at least I can get somewhere with this trick, thanks!
As for any devs reading this, I have no idea what it would involve to also transfer the denoising info across clients but that feature would be greatly appreciated now that the new AI denosing node is extremely effective/accurate! In my case I still need it because only the denoising normal node accounts for transparent interactions.
Also OPTIX rendering on my 2080 tis instead of CUDA has given me a significant performance boost with no degradation to quality in my scene, so if it isn't too hard to implement I'd really appreciate support for that as well, but before then denosing data seems most important.