r.D3D12.RayTracing.CacheShaderRecords
r.D3D12.RayTracing.CacheShaderRecords
#Overview
name: r.D3D12.RayTracing.CacheShaderRecords
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Automatically cache and re-use SBT hit group records. This significantly improves CPU performance in large scenes with many identical mesh instances. (default = 1)\nThis mode assumes that contents of uniform buffers does not change during ray tracing resource binding.
It is referenced in 1
C++ source file.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/D3D12RHI/Private/D3D12RayTracing.cpp:38
Scope: file
Source code excerpt:
static int32 GRayTracingCacheShaderRecords = 1;
static FAutoConsoleVariableRef CVarRayTracingShaderRecordCache(
TEXT("r.D3D12.RayTracing.CacheShaderRecords"),
GRayTracingCacheShaderRecords,
TEXT("Automatically cache and re-use SBT hit group records. This significantly improves CPU performance in large scenes with many identical mesh instances. (default = 1)\n")
TEXT("This mode assumes that contents of uniform buffers does not change during ray tracing resource binding.")
);
static int32 GD3D12RayTracingAllowCompaction = 1;