r.RayTracing.UseTextureLod
r.RayTracing.UseTextureLod is a console variable in Unreal Engine 5 (UE5). See what r.RayTracing.UseTextureLod does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
rHelp
Enable automatic texture mip level selection in ray tracing material shaders. 0: highest resolution mip level is used for all texture (default). 1: texture LOD is approximated based on total ray length, output resolution and texel density at hit point (ray cone method).
Usage
Unreal console (open with ~)
> r.RayTracing.UseTextureLod 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.RayTracing.Translucency.RefractionVarr.RayTracing.Translucency.SamplesPerPixelVarr.RayTracing.Translucency.ShadowsVarr.RayTracing.Transmission.RejectionSamplingTrialsVarr.RayTracing.Transmission.SamplingTechniqueVarr.RayTracing.Transmission.TransmissionSamplingDistanceCullingVarr.RDG.AsyncComputeVarr.RDG.BreakpointVarr.RDG.ClobberResourcesVarr.RDG.CullPassesVarr.RDG.DebugVarr.RDG.Debug.DisableTransientResourcesVar