RTX - Common#

This page documents common render settings that apply to any RTX Renderer render mode.

Geometry#

Misc#

Display Name

Setting Name

Type and Default Value

Description

Normal & Tangent Space Generation Mode

/rtx/hydra/TBNFrameMode

Int 0

Mode selection for vertex Normals and Tangents generation.
- Auto (0): Selects the mode depending on available data and data update pattern.
- CPU (1): Uses mikktspace to generate tangent basis on the CPU.
- GPU (2): Allows normal and tangent basis update on the GPU to avoid the CPU overhead, such as for deforming meshes.
- Force GPU (3): Forces GPU in any circumstances.

Back Face Culling

/rtx/hydra/faceCulling/enabled

Bool False

Enables back face culling for ‘Single Sided’ primitives. This applies to UsdGeom prims set to ‘Single Sided’ since the Double Sided flag is ignored.

USD ST Main Texcoord as Default UV Set

/rtx/hydra/uvsets/stIsDefaultUvSet

Bool True

If enabled, ST is considered to be the default UV set name.

Hide Geometry That Uses Opacity (debug)

/rtx/debug/onlyOpaqueRayFlags

Bool False

Allows hiding all objects which have opacity enabled in their material.

Instance Selection

/rtx/hydra/instancePickingEnabled

Bool True

Enables the picking of instances.

Renderer-internal Meters Per Unit

/rtx/scene/renderMeterPerUnit

Float -1.0

Number of units per meter used by the renderer relative to the scene scale. Some materials depend on scene scale, such as subsurface scattering and volumetric shading.

Ray Offset

/rtx/raytracing/rayOffset

Float 0.0

Offset used to prevent ray-triangle self intersections.

Points Default Width

/persistent/rtx/hydra/points/defaultWidth

Float 1.0

Uses this value if width is not specified in UsdGeomPoints.

Wireframe#

Display Name

Setting Name

Type and Default Value

Description

World Space Thickness

/rtx/wireframe/wireframeThicknessWorldSpace

Bool True

Interprets the wireframe thickness value in world space instead of screen space.

Thickness

/rtx/wireframe/globalWireframeThicknessWorldSpace

Bool False

Wireframe thickness in wireframe mode.

Subdivision#

Display Name

Setting Name

Type and Default Value

Description

Global Refinement Level

/rtx/hydra/subdivision/refinementLevel

Int 0

The refinement level for all primitives with Subdivision Schema not set to None. Each increment increases the mesh triangle count by a factor of 4.

Subdivision Feature-adaptive Refinement

/rtx/hydra/subdivision/adaptiveRefinement

Bool False

Feature-adaptive refinement automatically increases or reduces refinement level based on geometric features. This reduces the number of polygons used in flat areas for example.

Curves#

Display Name

Setting Name

Type and Default Value

Description

Global Number of BVH Splits

/rtx/hydra/curves/splits

int 4

Higher number of splits results in faster rendering but longer BVH build time. The speed up depends on the geometry: long and thin curve segments tend to benefit from more splits. Memory used by the BVH grows linearly with the number of splits.

Materials#

MDL#

Display Name

Setting Name

Type and Default Value

Description

Translucency as Opacity

/rtx/material/translucencyAsOpacity

Bool False

When enabled, the translucent material will be converted into opacity blending based surface.

Animation Time Override

/rtx/animationTime

Float -1.0

Overrides the time value provided to MDL materials.

Animation Time Use Wallclock

/rtx/animationTimeUseWallclock

Bool False

Use actual elapsed time for animation instead of simulated time.

MDL Displacement

/rtx/material/enableMDLDisplacement

Bool False

Enable MDL material displacement. Enabling it can negatively impact stage load time when there are many materials with displacement support (like OmniSurface) in a stage. Requires stage reload to take effect.

Background#

Display Name

Setting Name

Type and Default Value

Description

Background Override

/rtx/background/source/type

Int 0

By default, the background is sourced from a dome light if one is rendered, otherwise the Background Texture if one is assigned, otherwise the Background Color. This can be overridden to force the use of either the Texture or Color.
- None (0): Default behavior, no override.
- Texture (1): Forces the assigned texture to be rendered as the background.
- Color (2): Forces the color to be rendered as the background.

Background Texture

/rtx/background/source/texture/path

Asset None

The path to the texture to use as the background.

  • UV Sampler

/rtx/background/source/texture/textureMode

Int 0

Determines the texture lookup behavior:
- Repeat (0): The texture UV value is modulated with 1.
- Mirror (1): The UV value is modulated by 2 then mirrored by x=1 and y=1.
- Clamp (2): The UV value is clamped to [0, 1].
  • Color Space

/rtx/background/source/texture/colorSpace

Int 0

Sets the color space for the background texture to linear space.
- sRGB (0): sRGB color space.
- lin_rec709 (1): Linear color space based on the Rec. 709 standard.
  • Luminance Scale

/rtx/background/source/texture/luminanceScale

Float 1.0

Scales the background texture luminance.

Background Color

/rtx/background/source/color

COLOR3 0.0, 0.0, 0.0

The color to use as the background.

Lighting#

Light Visibility#

Display Name

Setting Name

Type and Default Value

Description

Show Area Lights in Primary Rays

/rtx/raytracing/showLights

Int 0

Defines if area lights are visible or invisible in primary rays.
- Per-Light Enable (0): The light’s value is used.
- Force Enable (1): True for all lights, regardless of their value.
- Force Disable (2): False for all lights, regardless of their value.

Invisible Lights Refractions Ghost Factor

/rtx/raytracing/invisLightRefractionsGhostFactor

Float 0.0

Reduces glossy and specular refractions of lights invisible in primary rays. At 0, all lights will be fully visible.
In (0,1], refractions will gradually fade out until all glossy refractions vanish at 1 and only diffuse contributions remain.
- May be overwritten per light source.
- Replaces deprecated /rtx/raytracing/invisLightRoughnessThreshold.

Invisible Lights Reflections Ghost Factor

/rtx/raytracing/invisLightReflectionsGhostFactor

Float 0.0

Reduces glossy and specular reflections of lights invisible in primary rays. At 0, all lights will be fully visible.
In (0,1], reflections will gradually fade out until all glossy reflections vanish at 1 and only diffuse contributions remain.
- May be overwritten per light source.
- Replaces deprecated /rtx/raytracing/invisLightReflectionsRoughnessThreshold.

Use First Distant Light & First Dome Light Only

/rtx/scenedb/skipMostLights

Bool False

Disable all lights except the first distant light and first dome light.

Shadow Bias

/rtx/raytracing/shadowBias

Float 0.001

Offset applied for shadow ray origin along the surface normal. Reduces self-shadowing artifacts.

Dome Light#

Display Name

Setting Name

Type and Default Value

Description

Lighting Mode

/rtx/domeLight/upperLowerStrategy

Int 0

Select how to sample the Dome Light.
- Image-Based Lighting (0): Most accurate even for high-frequency Dome Light textures. Can introduce sampling artifacts in real-time mode.
- Approximated Image-Based Lighting (4): Fast and artifacts-free sampling in real-time mode but only works well with a low-frequency texture, for example a sky with no sun disc where the sun is instead a separate Distant Light. Requires enabling Direct Lighting denoiser.
- Limited Image-Based Lighting (3): Only sampled for reflection and refraction. Fastest, but least accurate. Good for cases where the Dome Light contributes less than other light sources.

Baking Resolution

/rtx/domeLight/baking/resolution

Int 4096

The baking resolution of the Dome Light texture when an MDL material is used as its image source.

Section Plane#

The Section Plane feature allows creating and placing one or many infinitely-sized planes to clip geometry and lights. This feature is particularly useful for visualizing cross-sections of complex models and scenes.

Display Name

Setting Name

Type and Default Value

Description

Section Plane

/rtx/sectionPlane/enabled

Bool False

Enables toggling the section plane feature on and off.

Plane

/rtx/sectionPlane/plane

Float Array 0.0, 0.0, 0.0, 0.0

A float array in multiples of four floats to define planes using the equation (Ax + By + Cz + D = 0), where (A, B, C) is the Normal Vector and (D) is a scalar value that, when combined with the normal vector, defines the plane’s position in space.
For example, /rtx/sectionPlane/plane = [1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0] would create two section planes oriented perpendicularly from one another at the world origin.

Note

For an example of a Kit extension using the Section Plane feature to create a single section plane, refer to the Section Tool Kit Extension documentation.

Simple Fog#

Display Name

Setting Name

Type and Default Value

Description

Simple Fog

/rtx/fog/enabled

Bool False

Enables the use of a simple and fast exponential fog approximation which only models some absorption, no light scattering.

Color

/rtx/fog/fogColor

Float3 0.75, 0.75, 0.75

The color or tint of the fog volume.

Intensity

/rtx/fog/fogColorIntensity

Float 1.0

The intensity of the fog effect.

Height-based Fog - Use +Z Axis

/rtx/fog/fogZup/enabled

Bool False

Use positive Z axis for height-based fog. Otherwise use the positive Y axis.

Height-based Fog - Plane Height

/rtx/fog/fogStartHeight

Float 1.0

The starting height (in meters) for height-based fog.

Height Density

/rtx/fog/fogHeightDensity

Float 1.0

Density of the height-based fog. Higher values result in thicker fog.

Height Falloff

/rtx/fog/fogHeightFalloff

Float 1.0

Rate at which the height-based fog falls off.

Start Distance to Camera

/rtx/fog/fogStartDist

Float 0.0

Distance from the camera at which the fog begins.

End Distance to Camera

/rtx/fog/fogEndDist

Float 5000.0

Distance from the camera at which the fog achieves maximum density.

Distance Density

/rtx/fog/fogDistanceDensity

Float 1.0

The fog density at the End Distance.

Global Volumetric Effects#

The global volumetric effects use a three-dimensional “voxel grid”, a camera aligned frustum divided into several depth slices parallel to the camera plane along the camera direction. These depth slices are themselves subdivided into a number of frustum shaped voxels along the width and height of the slice (the amount of voxels is controlled by the “Pixel Density”).

Display Name

Setting Name

Type and Default Value

Description

Fog Height

/rtx/raytracing/inscattering/atmosphereHeight

Float 1000.0

Height in world units (centimeters) at which the medium ends. Useful for atmospheres with distant lights or dome lights.

Fog Height Falloff

/rtx/pathtracing/ptvol/fogHeightFallOff

Float 10.0

Exponential decay of the fog above the Fog Height.

Maximum Inscattering Distance

/rtx/raytracing/inscattering/maxDistance

Float 50000.0

Maximum depth in world units (centimeters) the voxel grid is allocated to. If set to 10,000 with 10 depth slices, each slice will span 1,000 units (assuming a slice distribution exponent of 1). Ideally this should be kept as low as possible without causing artifacts to make the most of the fixed number of depth slices.

Density Multiplier

/rtx/raytracing/inscattering/densityMult

Float 1.0

Scales the fog density.

Transmittance Measurement Distance

/rtx/raytracing/inscattering/transmittanceMeasurementDistance

Float 10000.0

Controls how far light can travel through fog. Lower values yield thicker fog.

Transmittance Color

/rtx/raytracing/inscattering/transmittanceColor

Float3 0.5, 0.5, 0.5

Assuming a white light, it represents its tint after traveling a number of units through the volume as specified in Transmittance Measurement Distance.

Single Scattering Albedo

/rtx/raytracing/inscattering/singleScatteringAlbedo

Float3 0.9, 0.9, 0.9

The ratio of scattered-light to attenuated-light for an interaction with the volume. Values closer to 1 indicate high scattering.

Anisotropy Factor (g)

/rtx/raytracing/inscattering/anisotropyFactor

Float 0.0

Anisotropy of the volumetric phase function, or the degree of light scattering asymmetry. -1 is back-scattered, 0 is isotropic, 1 is forward-scattered.

Apply Density Noise

/rtx/raytracing/inscattering/useDetailNoise

Bool False

Enables modulating the density with a noise. Enabling this option can reduce performance.

  • World Scale

/rtx/raytracing/inscattering/detailNoiseScale

Float 0.002

A scale multiplier for the noise. Smaller values produce more sparse noise.

  • Animation Speed X/Y/Z

/rtx/raytracing/inscattering/noiseAnimationSpeed(X,Y,Z)

Float 0.0

The X/Y/Z vector for the noise shift when animated.

  • Scale Min/Max

/rtx/raytracing/inscattering/noiseScaleRangeMin

Float 0.0

A range to map the noise values of each noise octave. Typically these should be 0 and 1, but to make sparse points in the noise less sparse a higher min can be used, or a lower max for dense points to be less dense.

  • Octave Count

/rtx/raytracing/inscattering/noiseNumOctaves

Int 4

A higher octave count results in greater noise detail, at the cost of performance.

Flow#

Display Name

Setting Name

Type and Default Value

Description

Flow

/rtx/flow/enabled

Bool False

Enables simulation and rendering of Flow volumes.

Flow in Real-Time Ray Traced Shadows

/rtx/flow/rayTracedShadowsEnabled

Bool False

Flow volumes in ray-traced shadows in real-time mode.

Flow in Real-Time Ray Traced Reflections

/rtx/flow/rayTracedReflectionsEnabled

Bool False

Flow volumes in ray-traced reflections in real-time mode.

Flow in Real-Time Ray Traced Translucency

/rtx/flow/rayTracedTranslucencyEnabled

Bool False

Flow volumes in ray-traced translucency in real-time mode.

Flow in Path-Traced Mode

/rtx/flow/pathTracingEnabled

Bool False

Flow volumes in Path-Traced mode.

Flow in Path-Traced Mode Shadows

/rtx/flow/pathTracingShadowsEnabled

Bool False

Flow volumes in shadows cast by light primitives in Path-Traced mode.

Composite with Flow Library renderer

/rtx/flow/compositeEnabled

Bool True

Use Flow’s built-in renderer and composite the results instead of ray tracing through Flow volumes in the RTX renderer.

Use Flow Library Self Shadowing

/rtx/flow/useFlowLibrarySelfShadow

Bool True

Enable the casting of shadows by the volume on to itself when using Flow’s built-in renderer.

Max Blocks

/rtx/flow/maxBlocks

Int 0

Maximum number of Flow volume blocks. To keep rendering performance high and memory consumption low, this number needs to be kept as small as possible, while also high enough to contain the entire volume.

GPU Resources Management#

The texture and geometry streaming system optimizes GPU memory and renderer resource usage by dynamically loading the most relevant texture mips and geometry relative to the view, available memory, and renderer limits.

When geometry streaming is enabled, the RTX renderer can:

  • Select the subset of geometry that fits within the geometry GPU memory budget.

  • Prioritize loading geometry that is most relevant to the active view.

  • Cache GPU-ready geometry so that geometry streamed out and later streamed back in does not need to be fully reprocessed from USD.

  • Select the most relevant instances and unique meshes when instance or unique geometry budgets are reached.

  • Balance geometry memory consumption with other streaming systems, such as texture streaming.

While the RTX renderer is able to render millions of instances, high instance counts can negatively impact performance because top-level acceleration structure (TLAS) construction can become expensive. The streaming system allows reducing the maximum rendered instance count while dynamically selecting the most relevant subset of loaded instances to render.

How Geometry Is Prioritized#

Geometry streaming prioritizes geometry, instances, and unique meshes by estimating their importance to the current view. For each relevant camera, the system estimates the projected solid angle of each geometry instance’s bounding sphere. For a unique mesh or shared geometry, it sums the projected solid angles of all of its instances and uses that total for relevance ordering. This keeps geometry used by many small visible instances from being ranked as unimportant solely because each instance is small. This is a coarse approximation: cameras are currently represented by position, and relevant cameras have equal weight.

This ordering is used to decide what to load, what to keep resident, which instances and unique meshes to render when budgets are reached, and which geometry requests have higher GPU memory priority. Because large scenes can contain many instances, this computation runs on a time-sliced background thread. After a camera move, it can take a few frames for streaming to settle on the new most-relevant set.

Unique Meshes and Resource Descriptors#

Large CAD, manufacturing, and digital twin datasets can contain very high numbers of unique meshes after renderer de-duplication. The RTX renderer uses GPU resource descriptors for geometry buffers and for other GPU resources such as textures. A unique mesh can require multiple resource descriptors, and the descriptor pool is shared with other renderer resources. As a result, the practical unique mesh limit is lower than the raw descriptor count and can vary by renderer version, content, and scene resource usage.

Geometry streaming provides a unique geometry budget to avoid exceeding this limit. When the number of unique meshes exceeds the budget, the renderer selects the most relevant unique meshes to display and omits the rest until the relevant set changes.

Note

In RTX statistics, the number of meshes after de-duplication is the value most directly related to unique mesh descriptor pressure. If a scene has a very high value there, reducing duplicate or near-duplicate mesh data can improve stability and reduce popping when geometry streaming budgets are active.

How to Enable Geometry Streaming#

Currently, geometry streaming is disabled by default. There are two common ways to enable geometry streaming:

  • In Application Preferences:

    Open the application’s Preferences panel, under Rendering > RTX Geometry Streaming and toggle Enable Geometry Streaming on.

    Note

    You must restart the application for the setting’s change to take effect.

  • Command Line:

    At application startup, add the following commands:

    --enable omni.ujitso.client
    --/UJITSO/enabled=true
    --/persistent/UJITSO/geometry=true
    

    Use --/UJITSO/geometry=true instead of --/persistent/UJITSO/geometry=true to enable the setting for the current session only.

Limitations#

Some types of geometries are not yet supported for geometry streaming and fall back to the uncached processing and loading.

These are:

  • Meshes with the flag IsVolume set to true

  • Skeletal meshes with subdivision enabled

  • Meshes with instance primvar data

  • Dynamic meshes with displacement

Performance and Authoring Guidance#

When geometry streaming is active in a budget-constrained scene, the structure of the source data has a large effect on visual quality and performance:

  • Very large objects or assemblies with large bounding volumes are difficult to prioritize accurately. If a large merged object spans both foreground and background areas, the renderer cannot lower detail only for the background portion of that object.

  • Prefer object scopes and bounding boxes that match the meaningful object size in the scene. For example, many small detailed parts should not be merged into one large mesh if those parts need independent streaming decisions.

  • Repeated mesh data should be de-duplicated or authored as instances where possible. This reduces unique mesh count, descriptor pressure, and geometry memory usage.

  • Replacing repeated simple mesh shapes with appropriate primitive or instanced representations can reduce unique mesh count.

  • Lowering the instance budget can improve TLAS construction time, but setting it below the number of visible or important instances can cause visible popping while the renderer selects the most relevant subset.

  • Streaming geometry in for many instances at once can cause frame-rate stutter. Scene graph instancing can also reduce streaming effectiveness when many instances of the same mesh need different streaming states.

Settings#

Display Name

Setting Name

Type and Default Value

Description

Texture Streaming Budget Priority

/rtx/resourcemanager/gpuBudgetPriority

Float 0.5

Sets the priority at which GPU memory is assigned to texture streaming over other memory requests like geometry streaming.

Geometry Streaming GPU Memory Budget

/rtx/hydra/geometrystreaming/gpuBudgetMB

Int 64000

Overrides the maximum GPU memory budget, in MB, available to geometry streaming.

Geometry Streaming Budget Priority

/rtx/hydra/geometrystreaming/gpuBudgetPriority

Float 0.5

Sets the priority at which GPU memory is assigned to geometry streaming relative to other memory requests such as texture streaming.

Instance Streaming Budget

/rtx/hydra/geometrystreaming/instanceBudget

Int 16777216

The most relevant instances among all instances in memory are rendered, up to this instance budget count. A high instance count can result in slow top-level acceleration structure (TLAS) construction time and suboptimal real-time rendering performance.

Unique Geometry Budget

/rtx/hydra/geometrystreaming/UniqueGeometryBudget

Int 200000

The most relevant unique meshes are rendered, up to this unique geometry budget. This budget helps avoid GPU resource descriptor exhaustion in scenes with many unique meshes after de-duplication.

View#

Data Window#

The Data Window settings are used to adjust the data window dimensions, such as for cropping or overscan, by controlling the rendering data window dimensions in normalized device coordinates (NDC) separately from the display window.

  • Cropping: If the data window is smaller than the display window, areas outside the data window are filled with black rather than being rendered, which speeds up rendering compared to rendering the full display window.

  • Overscan: If the data window is larger than the display window, areas outside the display window are rendered, which can enable sampling extra pixels beyond the aperture boundary to support some post-processing effects.

Note

EXR headers include both data window and display window attributes.

Display Name

Setting Name

Value Type

Default Value

Description

Fit output to data window

/rtx/dataWindow/fitOutputToDataWindow

Bool

False

When enabled, the output AOV sizes will match the data window dimensions. Otherwise, those AOV sizes are set to the display window dimensions.

X Min

/rtx/dataWindowNDC/0

Float

0.0

X min coordinates, in normalized device coordinates (NDC).

Y Min

/rtx/dataWindowNDC/1

Float

0.0

Y min coordinates, in normalized device coordinates (NDC).

X Max

/rtx/dataWindowNDC/2

Float

1.0

X max coordinates, in normalized device coordinates (NDC).

Y Max

/rtx/dataWindowNDC/3

Float

1.0

Y max coordinates, in normalized device coordinates (NDC).

Debug View#

Various render targets are available to be previewed in the viewport. Some are useful to identify potential areas of optimization, and may offer specific viewing settings such as to remap the values to a heat map representation for convenience.

Display Name

Setting Name

Type and Default Value

Description

Render Target

/rtx/debugView/target

String Off

A list of all render passes which can be visualized.

Output Value Scaling

/rtx/debugView/scaling

Float 1.0

Scales the output value by this factor. Useful to accentuate differences.

RTX - Interactive (Path-Tracing) Views#

Display Name

Description

PT Adaptive Sampling Error

Allows visualizing the normalized standard deviation of the Monte Carlo estimator of the pixels: warm colors represent high variance, which indicate that additional samples would lead to improved convergence for those pixels.

PT Denoised Result

Final render output, after denoising.

PT Noisy Result

Final render output, before denoising.

PT AOV Background

Shading of the background, such as the background resulting from rendering a Dome Light.

PT AOV Diffuse Filter

The raw color of the diffuse texture.

PT AOV Direct Illumination

Shading from direct paths to light sources.

PT AOV Global Illumination

Diffuse shading from indirect paths to light sources.

PT AOV Illuminance

The amount of light falling onto (illuminating) and spreading over a given surface area.

  • Value

The value at the last clicked position.

  • Display As Heatmap

Displays the aov as a heatmap.

  • Auto Range

Automatically scales the min and max values for the heatmap.

  • Min

Minimum range value for the heatmap.

  • Max

Maximum range value for the heatmap.

  • Show Heatmap Legend

Enables displaying the heatmap legend.

PT AOV Luminance

The intensity of light emitted from a surface per unit area in a given direction.

  • Value

The value at the last clicked position.

  • Display As Heatmap

Displays the aov as a heatmap.

  • Auto Range

Automatically scales the min and max values for the heatmap.

  • Min

Minimum range value for the heatmap.

  • Max

Maximum range value for the heatmap.

  • Show Heatmap Legend

Enables displaying the heatmap legend.

PT AOV Motion Vectors

Motion vectors.

PT AOV Reflections

Shading from indirect reflection paths to light sources.

PT AOV Reflection Filter

The raw color of the reflection, before being multiplied for its final intensity.

PT AOV Refractions

Shading from refraction paths to light sources.

PT AOV Refraction Filter

The raw color of the refraction, before being multiplied for its final intensity.

PT AOV Self-Illumination

Shading of the surface’s own emission value.

PT AOV Subsurface Filter

The raw color of the subsurface scattering texture.

PT AOV View Normal

The surface’s normal in view-space.

PT AOV Volumes

Shading from VDB volumes.

PT AOV World Normal

The surface’s normal in world-space.

PT AOV World Position

The surface’s position in world-space.

PT AOV Z-Depth

The surface’s depth relative to the view position.

Refer to AOV render settings and Multimatte render settings for more details about each AOV and how to enable them for preview.

Performance Heat Map Views#

_images/common_debug_view_heatmap.jpg

Heat Maps correlate colors from a color gradient to per-pixel measurements from a rendering pass which is useful for debugging and for profiling. The warmer the color, the higher the value it represents.

Display Name

Description

Timing Heat Map

Measures the amount of frame time spent on a pixel.

Any Hit Heat Map

Any Hit shaders are invoked when ray intersections are not opaque, which can incur a high performance cost. This heat map counts how many Any Hit shaders were invoked in a pixel for the selected pass. It is often used to find materials that have unwarranted use of translucency.

Intersection Heat Map

Custom Intersection shaders are invoked when rays intersect with curves. This heat map counts how many custom Intersection shaders were invoked in a pixel for the selected pass.

Pass

Selects a pass to measure.

Maximum Time (microseconds) / Any Hit / Intersection

The color palette is remapped between 0 and the maximum value.

Color Palette

Different color palettes can be selected for viewing convenience.

Show Color Bar

Toggles the display of the Color Bar in the viewport.

Debug#

Streaming Settings#

Display Name

Setting Name

Type and Default Value

Description

Texture Streaming (toggling requires scene reload)

/rtx-transient/resourcemanager/enableTextureStreaming

Bool True

Enables texture streaming which allows to load textures at a resolution which meets the view’s needs. This reduces memory usage and load times. Toggling the setting requires reloading the scene for it to be applied.

Texture Streaming Budget (% of GPU memory)

/rtx-transient/resourcemanager/texturestreaming/memoryBudget

Float 0.6

Limits memory budget used for texture streaming.

Texture Streaming Budget Per Request (in MB)

/rtx-transient/resourcemanager/texturestreaming/streamingBudgetMB

Int 200

Maximum budget per streaming request. 0 = unlimited but could lead to stalling during streaming. High or unlimited budget could lead to stalling during streaming.

Geometry Streaming Budget Per Frame (in MB)

/rtx-transient/hydra/geometrystreaming/streamingBudgetMB

Int 250

Maximum geometry disk streaming budget per frame. 0 = unlimited but could lead to stalling during streaming. High or unlimited budget could lead to stalling during streaming.

Materials#

Display Name

Setting Name

Type and Default Value

Description

Disable Material Loading

/app/renderer/skipMaterialLoading

Bool False

Scenes are loaded without materials. This can lower scene loading time.

Texture Compression Settings#

Display Name

Setting Name

Type and Default Value

Description

Texture Compression Quality

/rtx-transient/materialdb/blockCompression/quality

Int 0

Fastest: 0, Normal: 1, Production: 2, Highest: 3

Compression Size Threshold

/rtx-transient/resourcemanager/compressionMipSizeThreshold

Int 7

Textures smaller than this size won’t be compressed. 0 disables compression.

Max Resolution

/rtx-transient/resourcemanager/maxMipCount

Int 16

Textures larger than this are downsampled to this resolution. 7 = 64, 8 = 128, 9 = 256, 10 = 512, 11 = 1024, 12 = 2048, 13 = 4096, 14 = 8192, 15 = 16384, 16 = 32768

Normal Map Mip-Map Generation (toggling requires scene reload)

/rtx-transient/resourcemanager/genMipsForNormalMaps

Bool True

Enables mip-map generation for normal maps to reduce memory usage at the expense of quality. Toggling the setting requires reloading the scene for it to be applied.

Normal Map Roughness generation (toggling requires scene reload)

/rtx-transient/resourcemanager/createNormalRoughness

Bool False

Enables roughness generation for normal maps for improved specular reflection with mip mapping enabled.