Real-time Ray Tracing
Real-time DXR / Vulkan-RT effects in UE 5.7 that are not Lumen or Path Tracer. These are the standalone RT effects you may still enable for specific high-fidelity needs.
Effects
Effect
CVar
Status
RT Shadows
r.RayTracing.Shadows 1
Production
RT Translucency
r.RayTracing.Translucency 1
Production
RT Skylight
r.RayTracing.SkyLight 1
Production
RT AO
r.RayTracing.AmbientOcclusion 1
Deprecated — prefer Lumen
RT Reflections (standalone)
r.RayTracing.Reflections 1
Replaced by Lumen Reflections
RT GI (standalone)
r.RayTracing.GlobalIllumination 1
Replaced by Lumen GI
Hardware requirements
DX12 + DXR 1.1 (Win10 20H2+, Win11)
NVIDIA RTX 2060+, AMD RX 6700+, Arc A series, PS5, Xbox Series X
Vulkan with VK_KHR_ray_tracing_pipeline
When to use which
Need
Use
GI + reflections
Lumen HW RT
Sharp shadows from spot/directional lights
RT Shadows
Glass / water with refractions
RT Translucency
Skylight contact shadows + AO
RT Skylight
Reference frame
Path Tracer
Lever
Effect
r.RayTracing.Shadows.Denoiser 2
NRD denoiser path
r.RayTracing.Shadows.SortMaterials 1
Sort hits by material for coherence
r.RayTracing.Geometry.Landscape 0
Skip landscape from BVH if not needed
r.RayTracing.Geometry.NaniteProxies 1
Use Nanite ray-traced proxies
Building the BVH
UE auto-builds a top-level AS (TLAS) every frame and bottom-level (BLAS) on geometry change. For large scenes turn on r.RayTracing.AsyncBuild 1 to overlap BVH builds with the GPU.
Links