HW ray query is opt-in — a stray DLL no longer costs 40% frame rate#111
Merged
Conversation
…anted-by-default Measured on the shooter (760M, PT off, 60 s gameplay averages): merely granting EXPERIMENTAL_RAY_QUERY costs +20 ms/frame (14.4 vs 20.3 fps), because ssgi/wsrc flip to the HW trace the moment the TLAS exists and every skinned draw starts paying per-frame pre-skin + BLAS builds. Nobody should get that by accident because dxcompiler.dll sits beside the exe. Existing PT workflows keep working: --pt and BLOOM_PT request the feature at device creation as before. Boot now prints the decision (hw-gi opt-in: want_hw=/force_sw_gi=), closing part of the 'boot line lies' gap - and the run that verified the gate also showed the SW path is tiered (hiz-screen -> sdf-clipmap once baked; both print). Registry notes the retraction discipline: an apparent 'HW loses sun shadows' screenshot difference did NOT survive scrutiny - the drifting cloud deck confounds captures taken minutes apart. A real GI quality A/B needs clouds off and is recorded as the prerequisite for ever defaulting HW on.
|
Caution Review failedThe pull request is closed. ℹ️ Recent review info⚙️ Run configurationConfiguration used: defaults Review profile: CHILL Plan: Pro Plus Run ID: 📒 Files selected for processing (2)
📝 WalkthroughWalkthroughWindows hardware GI ray queries are now opt-in through environment variables or ChangesWindows GI opt-in
Estimated code review effort: 2 (Simple) | ~10 minutes Possibly related PRs
✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. Comment |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Granting EXPERIMENTAL_RAY_QUERY converts a game to the HW GI path (SSGI/WSRC flip once the TLAS exists; every skinned draw pays per-frame pre-skin + BLAS). Measured on the shooter: 14.4 vs 20.3 fps, PT off. Now the feature is requested only on explicit opt-in (
BLOOM_HW_GI=1,BLOOM_PT, or--pt) — PT workflows unchanged. Boot prints the decision, and the SW path's runtime tiering (hiz-screen → sdf-clipmap) prints too.Also recorded: the tempting "HW loses sun shadows" screenshot finding was retracted — the drifting cloud deck confounds captures minutes apart. Clouds-off same-scene A/B is the prerequisite for any future HW default.
Summary by CodeRabbit
New Features
--ptargument.Documentation