I was wondering if there are any plans to support Real Time Ray Tracing using Unreal Engine’s Vulkan RHI, considering that the Vulkan API supports it? As far as I know (though I could be wrong on this), Vulkan is the only way to implement Ray Tracing in games on platforms other than Windows (or Xbox).
This is definitely something I’d be interested in using, as RTXGI static volumes are not nearly as potent as their dynamic equivalent, and Vulkan is our all-platforms target RHI.
Actually, looking into the source, it seems VulkanRHI has raytracing support in the ue5-main branch- perhaps it’s possible (or even practical) to backport the changes to the Engine/Source/Runtime/VulkanRHI to 4.27? See git diff --stat origin/release origin/ue5-main -- Engine/Source/Runtime/VulkanRHI/ to see direct changes- but related changes to code outside of that directory may prove more interesting/complicated.
Any commentary from someone more familiar with engine code (maybe an official dev?) would be appreciated on this front.
I am using 5.0.3 on linux and tried a unbounded post process volume to test out ray tracing. There is no discernible change even when we enable the ray tracing (or path tracing) features. Also the official docs state that Windows 10 1809 or later is needed for path tracing.
I also noticed that Vulkan’s ray tracing extensions like VK_KHR_acceleration_structure and VK_KHR_ray_tracing_pipeline are found but are not being used by UE. This was verified by checking the application startup logs. 5.0 release notes mention that Vulkan ray tracing can be enabled by setting console variable r.Vulkan.ExperimentalRayTracing but it doesn’t mention the supported platforms. I am guessing it only works on windows because I couldn’t find that console variable on linux.
Considering all this, is it safe to assume that hardware ray tracing is not supported on linux even in UE 5.0 or UE 5.1?
@ezgoin thanks for the info! I will try with 5.1 and see if it works.
If you don’t mind sharing, after setting the console variable r.Vulkan.RayTracing, do you see path tracing as a view mode for the level viewport like the one in the image below?
I can’t get path tracing to work. I’m using Rocky 9 (a RHEL based centOS style distro). I have latest Nvidia drivers and all the correct settings configured. I am using the latest stable UE5 Linux binaries. The path tracing option does appear in my “lit” menu but it just makes the whole scene turn black with no signs of any raytracing noise. It just looks like a raster scene with no lights on. When I re-enable “lit” mode. All the materials are now world materials.
I’ve tried the same settings/projects in Windows 10 and pathtracing works fine using Direct x RHI.
Is this as simple as a missing dependency? or is Vulkan RHI not able to support pathtracing out of the box?
I’m curious to know whether other Linux users have been able to get path tracing to work and if so does anyone know what the missing link is for me?
Same for me . I am using Nobara Linux (Fedora) and it seems that I can’t get the path tracing to work( and some more important things) . I think I tried everything .On the windows side everything works. Currently the only reason I have windows is unreal , basically I am forced to use windows even I feel sick every time I open it. Anyone has a solution how to get path tracing working on Fedora or simply is not supported yet ?
LogShaderCompilers: Warning: Failed to compile Material /Game/PhotoStudio/Shared/Materials/Background/M_BGHorizon.M_BGHorizon for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
LogShaderCompilers: Warning: Failed to compile Material /Game/PhotoStudio/Placeables/LightPanel/Assets/M_LightPanel.M_LightPanel for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
LogShaderCompilers: Warning: Failed to compile Material /Game/PhotoStudio/Shared/Materials/Stages/M_Stage.M_Stage for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
LogShaderCompilers: Warning: Failed to compile Material /Game/ConceptCar/Car/Assets/M_CarPaint.M_CarPaint for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
LogShaderCompilers: Warning: Failed to compile Material /Game/ConceptCar/Car/Assets/M_TireRubber.M_TireRubber for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
LogShaderCompilers: Warning: Failed to compile Material /Game/ConceptCar/Car/Assets/M_Metal.M_Metal for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
LogShaderCompilers: Warning: Failed to compile Material /Game/ConceptCar/Car/Assets/M_Glass.M_Glass for platform SF_VULKAN_SM5, Default Material will be used in game.
Invalid ray tracing shader parameter 'HitGroupSystemIndexBuffer'. Only uniform buffers and loose data parameters are supported.
I have checked the console variable and it is set to “1” as default.
I also have all the correct project settings active.
Please can someone help me understand what is missing? Is there a certain package that needs to be installed? or is this a limitation in editor? the most recent version of UE5 I have tried is 5.2. But I have also tried 5.0 and 5.1.
Those who commented back in late 2022. Is path tracing still working for you in the latest builds of UE 5?
Better yet can some one from Epic confirm what the situation is regarding pathtracing on Linux?
Late, but I’ve waited for bookworm.
Now I have a clean install of Debian 12 with the repo nvidia driver (525) and the UE5.2.1 downloaded by the ue site.
I check all the parameters mentioned in this thread, you can find in the screenshots.
As stated by @focalcgi there’s a clear warning message, complaining the failing of the compilation of the material for the platform VULKAN_SM5.
Is it the problem that creates those horrible shadows?
There are few mentions about “HitGroupSystemIndexBuffer” in the UE source but that didn’t bring me closer to solving that puzzle.
Looks like Material shaders should get compiler for the path tracer (ray tracer? they have partially shared code) but since the “invalid parameter” HitGroupSystemIndexBuffer appears, then the shaders cannot be compiled and Material is replaced by the default one (if the default one is defined and can be compiled) or empty one. Then this scene is pushed to the Path Tracer which traces “nothing”.
It’s very probable the Path Tracing is working but the Vulkan shader compilation is somehow broken.
I can confirm, that the problem with the “horrible shadows” seems to be resolved, 5.3.1. version.
Sorry for the horrible (again) image, but it was a fast test.
I haven’t done other and deep investigation for the moment.
Does this mean that pathtracing is now supported using the Vulkan RHI?
When I load 5.4 and open my test scene or even a blank project, the path tracing option in the dropdown is now missing entirely despite all the correct settings being enabled in the editor and project settings.
I’m using a 3090s in my workstations which should fit the hardware requirements. I’m a little confused as to why this version has no option for pathtracing.
Since Vulkan Raytracing parity with DX12 is an experimental feature, does it need to be enabled somewhere?
Still No Ray Tracing , PahtTracing Missing , Lumen No Effect !!!
so if its by this bad so why they release Linukx Version ?!
i think i will return back to Windows 11
Generally speaking, I find the Linux version to be excellent but it is disappointing that there is a lack of information and acknowledgement of these issues on this thread from the people who can fix this.
I do understand that Linux dev is not the top of the priority list though. I would also like to highlight that I am very grateful for a Linux compile, which is fairly distro agnostic, it is a good deployment and that should be acknowledged. It is a lot better than the way Maya is deployed and supported on Linux.
I thought I should also add that I did install the windows version of UE5 via lutris and pathtracing works just fine However there were a few UI bugs that make the experience nothing more than an interesting test at this juncture. Not to mention it being a pretty dumb solve considering we have a full Linux build at our disposal. But perhaps with some troubleshooting of some missing windows dependencies, It could be possible to brute force pathtracing at render time this way.
What I mean by this is, setup your UE projects using the Linux build then if you need to render via movie render que with pathtracing, then do so via the windows version via Lutris. Again, not really a solve just a work around and probably not worth the effort.