#Raycasting - rays dont get recorded

22 messages ยท Page 1 of 1 (latest)

gloomy oriole
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I have the very string suspicion that my shader is never executed in the first place since it takes 0ms to complete also with 500.000 rays cast, but i cannot tell why, it compiles its bound to the sbt the offset seems correct

dusk wing
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Can you post your ray tracing setup code? Might be caused by a bad/wrong flag combination, but hard to tell without actual code.

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If in doubt, run your app through a graphics debugger with RT support

grand gust
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GPU -Assisted Validation also helps.

gloomy oriole
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I will cleanup my code,make it readable again and then post it :) while trying to find the error i butchered it a bit

gloomy oriole
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Ok cleanup took longer than expected this is the new log

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And this is my code, external functions for buffer allocation for the resource manager should work properly i used them successfully for graphics pipeline buffer creation and compute buffer creation in the same framework

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Would greatly appreciate assistance on this i feel like i really tried everything at this point :/

gloomy oriole
# grand gust GPU -Assisted Validation also helps.

You just mean vulkan validation layers? i already have them on they also fired while setting this up until i reached the point where i am at now. They dont throw me any warnings or errors but the rays dont shoot

gloomy oriole
dusk wing
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There aren't that many choices. If you're on nvidia, use nsight, if you're on amd, use rgp.

gloomy oriole
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๐Ÿ‘ thx

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I also have some progress hehe at least there is something in there now before it was just zeros

gloomy oriole
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nvm its just garbage

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wasnt initalized properly

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:(

grand gust
gloomy oriole
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๐Ÿ‘ perfect thx ill take a look

gloomy oriole
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nsight doesnt seem to work with my application :/ it crashes
i can launch the gpu profiler but only if i keep the editor rendering enabled then its hard to track the raytracing calls though since they only happen once