Skip to content

Commit a28f98c

Browse files
committed
Fixed bushes Y positions to show more on the ground & updated readme to be more specific to GPU cases
1 parent 2896787 commit a28f98c

File tree

2 files changed

+4
-5
lines changed

2 files changed

+4
-5
lines changed

Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingSakuraForestSER/D3D12RaytracingSakuraForestSER.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1170,7 +1170,7 @@ void D3D12RaytracingSakuraForestSER::BuildAccelerationStructures()
11701170
float randomZOffset = randomOffset(gen);
11711171

11721172
float posX = x * 0.2 + randomXOffset;
1173-
float posY = 1.2f + randomYOffset;
1173+
float posY = 1.7f + (randomYOffset / 3);
11741174
float posZ = z * 0.2 + randomZOffset;
11751175

11761176
D3D12_RAYTRACING_INSTANCE_DESC desc = {};

Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingSakuraForestSER/readme.md

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -14,10 +14,9 @@ The `reflectHint` is computed by sampling the floor texture at the estimated hit
1414

1515
The scene applies a heavy workload to the skybox, which makes this element more expensive than in a typical game scenario. This characteristic contributes to the performance differences observed with SER in this sample. In particular, viewpoints where the sky is visible through gaps in the tree canopy exhibit highly variable shading costs. This variability is the kind of situation where SER can provide benefits.
1616

17-
MaybeReorderThread() on `reflectHint` was introduced to illustrate another potential source of variability (e.g. heavy reflections) that SER could reorder on. However, on the GPUs tested, this property ended up not significantly impacting performance in most cases.
18-
19-
## Usage
20-
D3D12RaytracingBasicShaderExecutionReordering.exe
17+
MaybeReorderThread() on `reflectHint` was introduced to demo another potential property that causes variability (e.g. reflections are much heavier than other workloads such as simple lighting calculations) SER could reorder on. In testing for this particular sample, this property showed minimal benefit on the RTX 5070; however, it had no noticeable impact on higher-end GPUs like the RTX 4080 and 4090.
18+
## Usage
19+
D3D12RaytracingBasicShaderExecutionReordering.exe
2120

2221
Additional arguments:
2322
* [-forceAdapter \<ID>] - create a D3D12 device on an adapter \<ID>. Defaults to adapter 0.

0 commit comments

Comments
 (0)