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Disable rtx.enableVolumetricsInPortals by default
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Kamil committed Nov 28, 2023
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2 changes: 1 addition & 1 deletion RtxOptions.md
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Expand Up @@ -232,7 +232,7 @@ Tables below enumerate all the options and their defaults set by RTX Remix. Note
|rtx.enableUnorderedEmissiveParticlesInIndirectRays|bool|False|A flag to enable or disable unordered resolve emissive particles specifically in indirect rays\.<br>Should be enabled in higher quality rendering modes as emissive particles are fairly important in reflections, but may be disabled to skip such interactions which can improve performance on lower end hardware\.<br>Note that rtx\.enableUnorderedResolveInIndirectRays must first be enabled for this option to take any effect \(as it will control if unordered resolve is used to begin with in indirect rays\)\.|
|rtx.enableUnorderedResolveInIndirectRays|bool|True|A flag to enable or disable unordered resolve approximations in indirect rays\.<br>This allows for the presence of unordered approximations in resolving to be overridden in indirect rays and as such requires separate unordered approximations to be enabled to have any effect\.<br>This option should be enabled if objects which can be resolvered in an unordered way in indirect rays are expected for higher quality in reflections, but may come at a performance cost\.<br>Note that even with this option enabled, unordered resolve approximations are only done on the first indirect bounce for the sake of performance overall\.|
|rtx.enableVolumetricLighting|bool|False|Enabling volumetric lighting provides higher quality ray traced physical volumetrics, disabling falls back to cheaper depth based fog\.<br>Note that disabling this option does not disable the froxel radiance cache as a whole as it is still needed for other non\-volumetric lighting approximations\.|
|rtx.enableVolumetricsInPortals|bool|True|Enables using extra frustum\-aligned volumes for lighting in portals\.<br>Note that enabling this option will require 3x the memory of the typical froxel grid as well as degrade performance in some cases\.<br>This option should be enabled always in games using ray portals for proper looking volumetrics through them, but should be disabled on any game not using ray portals\.<br>Additionally, this setting must be set at startup and changing it will not take effect at runtime\.|
|rtx.enableVolumetricsInPortals|bool|False|Enables using extra frustum\-aligned volumes for lighting in portals\.<br>Note that enabling this option will require 3x the memory of the typical froxel grid as well as degrade performance in some cases\.<br>This option should be enabled always in games using ray portals for proper looking volumetrics through them, but should be disabled on any game not using ray portals\.<br>Additionally, this setting must be set at startup and changing it will not take effect at runtime\.|
|rtx.enableVsync|int|2|Controls the game's V\-Sync setting\. Native game's V\-Sync settings are ignored\.|
|rtx.fallbackLightAngle|float|5|The spread angle to use for the fallback light \(used only for Distant light types\)\.|
|rtx.fallbackLightConeAngle|float|25|The cone angle to use for the fallback light shaping \(used only for non\-Distant light types with shaping enabled\)\.|
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2 changes: 1 addition & 1 deletion src/dxvk/rtx_render/rtx_options.h
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Expand Up @@ -627,7 +627,7 @@ namespace dxvk {
"The single scattering albedo (otherwise known as the particle albedo) representing the ratio of scattering to absorption.\n"
"While color-like in many ways this value is assumed to be more of a mathematical albedo (unlike material albedo which is treated more as a color), and is therefore treated as linearly encoded data (not gamma).");
RTX_OPTION("rtx", float, volumetricAnisotropy, 0.0f, "The anisotropy of the scattering phase function (-1 being backscattering, 0 being isotropic, 1 being forward scattering).");
RTX_OPTION("rtx", bool, enableVolumetricsInPortals, true,
RTX_OPTION("rtx", bool, enableVolumetricsInPortals, false,
"Enables using extra frustum-aligned volumes for lighting in portals.\n"
"Note that enabling this option will require 3x the memory of the typical froxel grid as well as degrade performance in some cases.\n"
"This option should be enabled always in games using ray portals for proper looking volumetrics through them, but should be disabled on any game not using ray portals.\n"
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