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Copy file name to clipboardExpand all lines: AGENTS.md
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@@ -43,6 +43,7 @@ Full guide: `documentation/CONTRIBUTING-style-guide.md`
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-**Includes**: Standard library first, then third-party, then local. Separate groups with blank lines.
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-**Memory**: Prefer smart pointers (`std::unique_ptr`, `std::shared_ptr`). Use `Rc<T>` for GPU resources.
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-**Profiling**: Use `ScopedCpuProfileZone()` / `ScopedGpuProfileZone(ctx, "name")` for performance-critical code.
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-**Comments**: Describe the code as it is now. Do not write comments that contrast the current state with a previous one, or that explain a change rather than the code — wording like "now shared", "no longer", "instead of", "unified" and similar reads as a changelog entry, and it goes stale as soon as the next change lands. A reader has the code in front of them, not its history; put the rationale for a change in the commit message or MR description, not in the source.
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### Changes to Core DXVK Files (Applies to code files outside of `rtx_render`)
Copy file name to clipboardExpand all lines: RtxOptions.md
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@@ -725,7 +725,7 @@ This file is auto-generated by RTX Remix. To regenerate it, run Remix with `DXVK
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|rtx.skyReprojectScale|float|16|||Scaling of the sky geometry on reprojection to main camera space\.|
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|rtx.skyReprojectToMainCameraSpace|bool|False|||Move sky geometry to the main camera space\.<br>Useful, if a game has a skybox that contains geometry that can be a part of the main scene \(e\.g\. buildings, mountains\)\. So with this option enabled, that geometry would be promoted from sky rasterization to ray tracing\.|
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|rtx.skyUiDrawcallCount|int|0||||
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|rtx.sparseRendering.directLightingSamplingRate|float|1|0.0625|1|Per\-pixel sampling rate for primary direct lighting \(RTXDI \+ integrate\_direct\)\.<br>Lower values boost performance at the cost of image detail and temporal stability\.<br>Range \[0\.0625, 1\.0\]\. Rates below ~0\.2 tend to look bad and yield diminishing perf returns\.|
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|rtx.sparseRendering.directLightingSamplingRate|float|1|0.0625|1|Warning: This option is deprecated, please use rtx\.sparseRendering\.samplingRate instead\.<br>Direct and indirect lighting use a single shared rate\. A value set here migrates to that option unless it<br>already holds a value from the same config, which is left as it is\.|
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|rtx.sparseRendering.enableRtxdiReuseForInactivePixels|bool|False|||Enables RTXDI reservoir reuse \(temporal reprojection and spatial reuse\) on inactive pixels\.<br>Disabling improves performance and, counterintuitively, has been observed to reduce ghosting\.In theory it can increase direct lighting noise under animated lighting\.|
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|rtx.sparseRendering.enableSparsePrimaryRayMissComposition|bool|False|||When enabled, primary miss pixels \(sky\) use sparse rendering\.<br>This improves performance at the cost of sky reconstruction artifacts\.|
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|rtx.sparseRendering.enableSparsePrimarySpecularAlbedo|bool|False|||When enabled, the primary specular albedo guide for DLSS Ray Reconstruction is written sparsely: active pixels get<br>the computed specular albedo, inactive primary\-hit pixels are zeroed\. When disabled \(default\), the guide is computed<br>and written densely for every primary\-hit pixel so RR sees a clean dense signal\.|
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|rtx.sparseRendering.forceNrcTrainingPixelsActive|bool|True|||When enabled, pixels that correspond to NRC training paths are forced active in sparse rendering\.|
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|rtx.sparseRendering.indirectLightingSamplingRate|float|1|0.0625|1|Per\-pixel sampling rate for primary indirect lighting \(integrate\_indirect, integrate\_nee, NRC resolve\)\.<br>Lower values boost performance at the cost of image detail and temporal stability\.<br>Range \[0\.0625, 1\.0\]\. Rates below ~0\.2 tend to look bad and yield diminishing perf returns\.|
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|rtx.sparseRendering.indirectLightingSamplingRate|float|1|0.0625|1|Warning: This option is deprecated, please use rtx\.sparseRendering\.samplingRate instead\.<br>Direct and indirect lighting use a single shared rate\. A value set here migrates to that option unless it<br>already holds a value from the same config, which is left as it is \- including one migrated from<br>rtx\.sparseRendering\.directLightingSamplingRate, which takes precedence when both are set\.|
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|rtx.sparseRendering.perPixelRateNoiseSource|int|1|||Selects the noise source used to threshold per\-pixel sampling rates\.<br>WhiteNoise \(0\): wangHash ~ white\-noise\.<br>BlueNoise128x128x64x8 \(1\): 8 bit 128x128 blue\-noise 64 frame length\.|
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|rtx.sparseRendering.samplingRate|float|1|0.0625|1|Per\-pixel sampling rate shared by primary direct and indirect lighting\.<br>Lower values boost performance at the cost of image detail and temporal stability\.<br>Range \[0\.0625, 1\.0\]\. Rates below ~0\.2 tend to look bad and yield diminishing perf returns\.|
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|rtx.splashMessageDisplayTimeSeconds|int|20|||The amount of time in seconds to display the Remix splash message for\.|
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|rtx.srgbDither.ditherMode|int|2|||Final output dither mode selection\. Dithering allows for reduction of banding artifacts in the final rendered output from quantization using a small amount of monochromatic noise\.<br>Supported enum values are 0 = None \(Disabled\), 1 = Spatial \(Enabled, Spatial dithering only\), 2 = SpatialTemporal \(Enabled, Spatial and temporal dithering\)\.<br>|
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|rtx.stochasticAlphaBlendDepthDifference|float|0.1|||Max depth difference for a valid neighbor\.|
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