Given that Arc Raiders apparently uses RTXGI, I started with the noble intention of bringing RTXGI to Unreal Engine 5.7 and sharing it with the community.
Unfortunately, I ran into a major roadblock: enabling ray tracing in the latest version of UE5 requires SM6. To make the plugin compatible with SM6, I tried to copy as much as I could from Lumen. The plugin now runs, but the shaders are outdated and likely need to be rewritten to match the ray tracing shader model.
I don’t have much experience with shaders, so if anyone else is interested in this effort, feel free to try updating them. I made a few attempts to follow Lumen’s shader patterns, but without success, and I haven’t pushed those changes.
The repo wasn’t intended to be shared in this broken state, but I’m not making any progress so apologies for that.
great work man. maybe you should create some issues on github on your repo so people wanting to contribute can know where to start. as detailed as possible would be ideal.
I’ll do it later, thanks for the tip. I wanted to release a base version that at least replicates the previous behavior, since I believe there’s room to optimize by reducing the number of permutations.
Basically, the volume is spawnable and the probes are visible, but the engine keeps logging a mismatch between the expected shader and the actual one. The shader has a hash of 0 and isn’t properly initialized.
The log says:
[205]LogD3D12RHI: Warning: Raytracing shader with entry point ProbeUpdateRGS, name , and ShaderBindingLayout hash 0 doesn’t match the RTPSO ShaderBindingLayout hash 3892743247.
Despite this, I think it’s close to working, the engine and the map start up properly.