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Merge branch 'pkristof/defaultRayTraceMode' into 'main'
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Defaulted to Gbuffer::RayQuery to match auto preset

See merge request lightspeedrtx/dxvk-remix-nv!977
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pkristof committed Sep 10, 2024
2 parents b86955b + d6238b4 commit 998ade7
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2 changes: 1 addition & 1 deletion RtxOptions.md
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Expand Up @@ -526,7 +526,7 @@ Tables below enumerate all the options and their defaults set by RTX Remix. Note
|rtx.recompileShadersOnLaunch|bool|False|When set to true runtime shader recompilation will execute on the first frame after launch\.|
|rtx.reflexMode|int|1|Reflex mode selection, enabling it helps minimize input latency, boost mode may further reduce latency by boosting GPU clocks in CPU\-bound cases\.<br>Supported enum values are 0 = None \(Disabled\), 1 = LowLatency \(Enabled\), 2 = LowLatencyBoost \(Enabled \+ Boost\)\.<br>Note that even when using the "None" Reflex mode Reflex will attempt to be initialized\. Use rtx\.isReflexEnabled to fully disable to skip this initialization if needed\.|
|rtx.reloadTextureWhenResolutionChanged|bool|False|Reload texture when resolution changed\.|
|rtx.renderPassGBufferRaytraceMode|int|2|The ray tracing mode to use for the G\-Buffer pass which resolves the initial primary and secondary surfaces to apply lighting to\.|
|rtx.renderPassGBufferRaytraceMode|int|0|The ray tracing mode to use for the G\-Buffer pass which resolves the initial primary and secondary surfaces to apply lighting to\.|
|rtx.renderPassIntegrateDirectRaytraceMode|int|0|The ray tracing mode to use for the Direct Lighting pass which applies lighting to the primary/secondary surfaces\.|
|rtx.renderPassIntegrateIndirectRaytraceMode|int|2|The ray tracing mode to use for the Indirect Lighting pass which applies lighting to the primary/secondary surfaces\.|
|rtx.replaceDirectSpecularHitTWithIndirectSpecularHitT|bool|True||
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2 changes: 1 addition & 1 deletion src/dxvk/rtx_render/rtx_options.h
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Expand Up @@ -403,7 +403,7 @@ namespace dxvk {
// Note: All ray tracing modes depend on the rtx.raytraceModePreset option as they may be overridden by automatic defaults for a specific vendor if the preset is set to Auto. Set
// to Custom to ensure these settings are not overridden.
//RenderPassVolumeIntegrateRaytraceMode renderPassVolumeIntegrateRaytraceMode = RenderPassVolumeIntegrateRaytraceMode::RayQuery;
RTX_OPTION_ENV("rtx", RenderPassGBufferRaytraceMode, renderPassGBufferRaytraceMode, RenderPassGBufferRaytraceMode::TraceRay, "DXVK_RENDER_PASS_GBUFFER_RAYTRACE_MODE",
RTX_OPTION_ENV("rtx", RenderPassGBufferRaytraceMode, renderPassGBufferRaytraceMode, RenderPassGBufferRaytraceMode::RayQuery, "DXVK_RENDER_PASS_GBUFFER_RAYTRACE_MODE",
"The ray tracing mode to use for the G-Buffer pass which resolves the initial primary and secondary surfaces to apply lighting to.");
RTX_OPTION_ENV("rtx", RenderPassIntegrateDirectRaytraceMode, renderPassIntegrateDirectRaytraceMode, RenderPassIntegrateDirectRaytraceMode::RayQuery, "DXVK_RENDER_PASS_INTEGRATE_DIRECT_RAYTRACE_MODE",
"The ray tracing mode to use for the Direct Lighting pass which applies lighting to the primary/secondary surfaces.");
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