too much polygons in one scene = ray tracing gives up in rendering

Hi Chris!

Sorry for my late response. I was out of the office for some days.

I switched off the environment (because that had a lot of little lights), and removed and reduced all the lights to that one rectangular light with raytraced shadows enabled.

[Image Removed]Follow my chain of tests:

This is the result after rendering (displaced and subdivided metahumans):

[Image Removed]This is in editor mode I’ve disabled a lot of other metahumans (out of the frame), and now I don’t have that memory leak issue anymore.

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The same in editor mode with stat unit and Stat D3D12RayTracing on:

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This is the render with raytraced shadows disabled:

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MegaLights are disabled in the project settings.

I’ve done a test with megalights enabled and enabled raytraced shadows, and this gives me after render this result:

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The hair seems strange now, but the shadows seem better.

Thank you!