how to use "Managing Ray Tracing Memory Cost"

Hi,

I want to optimize my hardware raytracing memory cost. There is a guide under: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/ray\-tracing\-performance\-guide\-in\-unreal\-engine\#managingraytracingmemorycost

A specific cvar is mentioned here: r.RayTracing.UseReferenceBasedResidency

If enabled, it uses the reference based residency. But how can I set a budget for it? It is not really clear for me from the doc.

Thanks!

Steps to Reproduce
Hi,

I want to optimize my hardware raytracing memory cost. There is a guide under: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/ray\-tracing\-performance\-guide\-in\-unreal\-engine\#managingraytracingmemorycost

A specific cvar is mentioned here: r.RayTracing.UseReferenceBasedResidency

If enabled, it uses the reference based residency. But how can I set a budget for it? It is not really clear for me from the doc.

Thanks!

Hello there,

The residency size before eviction should be controlled by r.RayTracing.ResidentGeometryMemoryPoolSizeInMB. After that is reached, geometry that is not referenced in the the TLAS should be evicted.

Best regards,

Chris