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Unable to run with high NumSamples in RayTracingApplication.cs #2
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Windows 10 17672.1000. |
Hrm, I don't see what that message would have to do with the sample count. Are you sure that is related? |
Lowering NumSamples removes this issue. Adding more makes this issue. This is only error I get. |
The error is about missing shader bytecode, which could be the same as #1 . I'm not sure how changing NumSamples could affect the loading of shader code, though. I have seen that the compute shader can time out (crash the app), if NumSamples is too high, though. |
Too high? You mean like 30? I am running it on NVIDIA 1060 with latest driver. https://pastebin.com/5iz7PYdH |
@TekuSP I see what the problem is now. Sorry for doubting you before -- this was a very unusual issue 😅 . It turns out that if the sample count is too high, the HLSL compiler starts to hit the timeout value that I have in place (2 seconds). It seems that cranking up the outer loop limit causes the compilation to take significantly longer. At 64 samples, it takes about 10 seconds (!) to compile the HLSL compute shader. I've made the FXC timeout much longer to allow for this. On my GTX 770, I'm able to get to about 80 samples before the compute shader starts timing out. |
Happens for example at 80. 8 works fine.
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