Are there any articles or videos about Ray Tracing View Mode?

Through the Stat SceneRendering command, I located Finish Gather Ray Tracing Instances, which took a lot of Draw Time in my level, and then I changed the View Mode to Ray Tracing Debug - Instances, after which my screen was filled with various color blocks. I don’t know what these colors mean, and I tried to search “Unreal Engine Ray Tracing Debug View Mode” on Google, but found nothing. Can anyone share knowledge about Ray Tracing Debug View Mode in UE5 for performance optimization? Thanks

Hello Tancen, I found some documents and tutorials on the topic.

Doc

Tutorial

Feel free to share if you’re still facing challenges or have new questions.

Thanks, although this doesn’t tell me what those color blocks mean, nor does it tell me how to reduce the cost of Finish Gather Ray Tracing Instances, but these are all useful knowledge

Hi Tancen, I found something that can help you. It’s a document about the Raytracing Guide from NVIDIA.

Videos:

What I know about the topic Meaning of the color blocks:

The engine assigns each instance a unique color in this debug view, so the scene appears as a patchwork of colored shapes. There isn’t a specific “value” tied to each color; the colors are just visual separators to help you count and identify individual instances

about the ray tracing instances, Here are several techniques to reduce the cost:

Reduce the number of ray tracing instances: Aim to combine or remove objects so that fewer distinct instances go into the TLAS. Each instance has overhead on the CPU (for traversal and culling) and GPU.

  • Merging static meshes
  • Using Instanced Static Meshes
  • Remove redundant or tiny objects

Cull ray tracing instances effectively

Minimize dynamic instance updates

Exclude non-essential objects from ray tracing

Use profiling tools to iterate

Use profiling tools to iterate

  • using Stat SceneRendering
  • using Stat D3D12RayTracing to see ray tracing memory and BLAS/TLAS stats
  • Using ray tracing picker tool

Everything I’m discussing can be found in the NVIDIA documentation. Feel free to share if you’re still facing challenges or have new questions.

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I’m sorry that I haven’t dealt with this post in time because I have been conducting more in-depth testing and research on this issue these two days. The methods you mentioned are very effective, thank you very much