That’s strange that it’s not working. I was able to get it working with static lighting in a basic scene with a floor and the table/chairs/glass statue from starter content, and not high samples or a ton of bounces / refraction rays. I also use a 5-year-old laptop with a dual-core Intel 2.4 GHz and integrated graphics 5500U, which is DX12 ready, but is a rather outdated graphics hardware for ray tracing. I’ve seen similar / same threads about that problem of refraction / reflections not working right, or one not working, for the past couple of months. I got it working in 4.24.3, so it could be a bug in 4.25.3 and/or a hardware / Windows issue (such as something in DX12 Ray Tracing not functioning correctly for 4.25.3). There’s also a thread that details how to create raytraced thick glass so it’s not scaling reflected / refracted images up and to get multi-reflection based inter-reflections without dark artifacts and such. In the project, is the GBuffer Format (in Project Settings > Rendering > Optimizations) set at High Precision Normals? and the glass material’s object needs “Use High Precision Tangent Basis” and “Use Full Precision UVs” enabled in the mesh-editor Build settings for the object in order to get better results for reflections at least. It might also get both reflections and refraction working, but not sure. What ray tracing mode is set in the post process volume (Final Gather or Brute Force) and what are the settings for it?