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License: MIT License
Real-time Direct3D 12 ray tracer
License: MIT License
Hi,
I was running this project with latest commit 3c57d8166f7044eef7b151797508892714fab1ee
1,
But I found that the already preprocessed gltf cornell box scene mentioned in the README fails to render with complete darkness
2,
So I was trying to debug this scene with RenderDoc v1.28 (latest stable release), but when launching from renderdoc, I got this
Triggerd by this line of code
ZetaRay/ZetaCore/Core/Device.cpp
Line 97 in 3c57d81
I tried to change it to,
Check(feature.RaytracingTier != D3D12_RAYTRACING_TIER_NOT_SUPPORTED, "Raytracing Tier not supported.");
and it still fails with renderdoc but pass the ordinary launch. I guess it is a problem regard to renderdoc not supporting dx12 raytracing? But I cannot find any solutions online.
I wonder what tools you used to debug shader in this case. I am pretty sure it is problem with ray tracing shaders but I am not sure where to start at this embarrassing moment.
My rig is RTX2080super desktop.
Thanks!
Hi,
I've now tried building & running this using two different machines (a really beefy NVidia A6000 desktop machine, and an RTX 2080 super laptop), without much success. I'm using VS 2022 version 17.5.2 and CMake 3.25.1.
On both machines I'm able to build the solution in VS 2022 without errors, but when I launch the Zetalab app using cornell box gltf as the test scene, it just flashes up for a half a sec (I can see an empty app frame for a while), and quits silently without any error.
I wonder if there's some step(s) that I'm doing wrong, or am I missing something? Can you share a build I could try?
Several problems with build solution.
Hi,
Just found out that some of the api requires deverloper mode enable for the Windows operating system.
Mentioned by Microsoft here : https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-setstablepowerstate
I think this should be noted by users
Hi,
I just found out that this project assumed max 16 threads for some reason?
Everything about threads just breaks on my rig which has 16 physical cores detected.
I think it is because this project has fixed a maximum of 16 threads, and that you have related num of threads equal to physical cores + num backgrounds threads (which in my case is 16 + 2 = 18 exceed MAX_NUM_THREADS which causes numerous heap corruption for cocurrent queue)
In my local workspace, limiting physical cores fix's this issue for short, but it's weird.
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