r.D3D12.RayTracing.CacheShaderRecords
r.D3D12.RayTracing.CacheShaderRecords is a console variable in Unreal Engine 5 (UE5). See what r.D3D12.RayTracing.CacheShaderRecords does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
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Automatically cache and re-use SBT hit group records. This significantly improves CPU performance in large scenes with many identical mesh instances. (default = 1) This mode assumes that contents of uniform buffers does not change during ray tracing resource binding.
Usage
Unreal console (open with ~)
> r.D3D12.RayTracing.CacheShaderRecords 1Console variables take a value. Replace 1 with the setting you need. Run it with no value to print the current one.
Related in r
r.D3D12.ExecuteCommandListTaskVarr.D3D12.ExperimentalShaderModelsVarr.D3D12.GPUTimeoutVarr.D3D12.NvAfterMathVarr.D3D12.RayTracing.AllowCompactionVarr.D3D12.RayTracing.AllowSpecializedStateObjectsVarr.D3D12.RayTracing.DebugForceBuildModeVarr.D3D12.RayTracing.DeduplicateSamplersVarr.D3D12.RayTracing.MaxBatchedCompactionVarr.D3D12.RayTracing.SpecializeStateObjectsVarr.D3D12.RayTracing.ViewDescriptorHeapSizeVarr.D3D12.UseAllowTearingVar