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kingofthebongo2008
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Intel recommends to do tail call optimizations in raygen shaders, means TraceRay should be the last call
This saves the hardware time to recover after the call, fetch stuff and put it back
It is good this best practice to be right in the first example.

…ist4>::ptr_': cannot access protected member declared in class 'Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList4>'
fix crash in the ray tracing miniengine example on a case where one has several gpus and the first one of them does not support dxr
intel recommend tail call optimization, which means roughly that TraceRay should be the last call in the ray gen. it saves context and calling back to the raygen shader.
@kingofthebongo2008
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@walbourn
Hello, may be you can merge this

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