BLACK MYTH WUKONG, SILENT HILL 2… more and more UE 5 games have the option to disable HW raytracing and the performance are improved, so the solution is there somewhere…
so why in my shipped game using the console command disable all the hw raytracing but doesn’t improve the performance?
I’ve got 2 identical build games: one with hardware raytracing support ON
the HW raytracing build have an option to disable the hardware raytracing in game by the command line:
r.RayTracing.ForceAllRayTracingEffects 0
r.Lumen.HardwareRayTracing 0
so in theory if I disable the HW raytracing in game should have a similar performance of the non HW supported version, unfortunately it’s not like that
the command lines works correctly because I can see the difference in the GI and refl and visually match the SW raytracing build but the performance stays the same,
Still try to understand why disabling the hardware raytracing in runtime doesn’t give me the same performance of a disabled build version , is anyone can help me understand? is it related to the shader compile?
BLACK MYTH WUKONG, SILENT HILL 2… more and more UE 5 games have the option to disable HW raytracing and the performance are improved, so the solution is there somewhere…
so why in my shipped game using the console command disable all the hw raytracing but doesn’t improve the performance?
Awesome the performance are way better! just one thing, the command line are super instable in runtime I use the trick to applied at the next restarting game on my option menu and it works great