allow enableRaytracing UI toggle and config option#32
allow enableRaytracing UI toggle and config option#32watbulb wants to merge 1 commit intoNVIDIAGameWorks:mainfrom
enableRaytracing UI toggle and config option#32Conversation
This commit allows the `enableRaytracing` toggle and configuration option to be exposed regardless of build setting. This follows on a internal discussion about comparisons. Please also see the linked issue #213 regarding this change, as a debugOptimized build will need further optimizations to remain truly "optimized" for general use.
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This change is fine in principle, however we need a mechanism to disable the UI toggle for specific games based on a (separate) config entry. Modders may want to do engine-side changes to suit the game to Remix, whether config tweaks, e.g., disabling culling altogether, or engine-side changes if source is available. Some of these may break the non-RT mode or make it largely unusable. We'd like to let modders ship a config file with their mod that removes this option from the UI if it's known to be broken on that specific mod, to avoid noise/bug reports around that. @watbulb would you like to make that change? |
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@nsubtil I can take a look at making said change next week. I've been away for work and haven't been too up to date on progress, but I'd be happy to dip my toes back in next week as I have some downtime. I agree it should be configurable, I think I will brainstorm a couple ways to provide the config file, format, and how it will be parsed as part of the module. Thanks for commenting <3 |
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Thanks! Note that we already have functionality to add a setting that is read from the config file. You should be able to declare a new setting using the RTX_OPTION macro (or one of the other variants if applicable) and the config file parser will pick it up. |
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REMIX-1878 for tracking. |
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@watbulb I merged your change and wrapped it in an additional setting to show/hide this toggle in the UI. |
This commit allows the
enableRaytracingtoggle and configuration option to be exposed regardless of build setting. This follows on a internal discussion about comparisons. Please also see the linked issue #213 regarding this change, as a debugOptimized build will need further optimizations to remain truly "optimized" for general use, especially for the vulkan validation layers setting. it looks like meson may also need to be updated to reflect a debugoptimized build selection.