[viewer] Ray traced shadows disappearing without the Advanced Graphics Settings window saying so (reported through viewer) #1015

Closed
opened 2026-10-24 04:49:52 +00:00 by slipstream-reports · 2 comments
Collaborator

Source: in-viewer report (Help > Report Bug)

Reporter (avatar name as given; not verified):

(not given)

System

Version: 1.4.0.8
Channel: Slipstream Beta
OS: Microsoft Windows 11 64-bit (Build 22621.4317)
CPU: Intel(R) Core(TM) i5-9400 CPU @ 2.90GHz (2904.01 MHz)
Memory: 16314 MB
GPU: AMD Radeon RX 7600
GPU driver: 32.0.32015.7029
Vulkan: 1.4.359; ray tracing: enabled
Window: 1618x1000
Grid: Second Life Main Grid (Agni)
Region: Baltimare
Display: swapchain 1618x1000 BGRA8/sRGB fifo x3 (20 MB); monitors 1, window on 2560x1080@75Hz scale 1.00, HDR off
VRAM: used 2930/6422 MB (cap auto, OS 7135, reserve 714) tracked 2735 fixed 950 slack 205 swap 20 ovh 175 (unattributed 134) room 5472 | ladder 0/45
VRAM by category: tex 499 geom 281 scene 117 cull 58 targets 311 probes 58 shadow 11 rt-as 402 rt-aux 26 rt-mask 35 staging 1 part 3 ui 159 upscale 127 texenc 83 rig 394
VRAM overhead: ovh 175 MB = pad 41 (501 allocs @256K) + driver 0 (no driver report) + untracked 0 + ? 134; min 102; slack vram 205 sys 255
Texture pools: tex pools 66 blocks 526 MB, 3178 images 355 MB live (68% occupied), slack 170 (free 139 + rounding 31); medium classes 414 MB 75% stranded 79, fallback 8 MB 0% stranded 8 (images hit/miss 1157/5, max
Host memory: host-visible 373 MB / 82 allocs [scene 2/3 cull 1/10 targets 0/2 rt-aux 16/12 rt-mask 1/2 staging 342/34 readback 7/11 part 2/4 ui 3/2 upscale 0/1 texenc 0/1] device-only 2735 MB | /s: alloc hv 0.0 (0
Pipeline compiles: spec, ray-query 31/15 146.6s +924MB t5 c5 ob15: spec lit/FragRt 26.9s 369M c1; spec lit/FragRt 26.6s 419M c1; spec lit/FragRt 25.8s 407M c1; spec lit/FragBlendRt 25.6s 108M c1;
Settings:
  RenderDeferredSSAO = 1
  RenderDepthOfField = 0
  RenderFPSLimit = 0
  RenderFSAAType = 0
  RenderFarClip = 256
  RenderHiDPI = 0
  RenderMaxTextureResolution = 2048
  RenderMaxVideoMemoryMB = 0
  RenderMirrors = 0
  RenderQualityPerformance = 4
  RenderReflectionProbeCount = 64
  RenderReflectionProbeDetail = 1
  RenderReflectionProbeLevel = 2
  RenderReflectionProbeResolution = 128
  RenderScreenSpaceReflections = 0
  RenderShadowDetail = 2
  RenderTransparentWater = 1
  RenderVKAOStandard = 1
  RenderVKAlphaShadingRate = 0
  RenderVKFramePacing = 1
  RenderVKGodRays = 0
  RenderVKNoVsyncPresentMode = 0
  RenderVKOpaqueShadingRate = 0
  RenderVKPipelineCompileBudgetMB = 0
  RenderVKPipelineCompileThreads = 0
  RenderVKProjectorShadows = 2
  RenderVKRayTracing = 1
  RenderVKRenderScale = 1
  RenderVKShadowResolution = 1024
  RenderVKSunShadows = 2
  RenderVKTAA = 0
  RenderVKTextureCompression = 4
  RenderVKUpscaler = 1
  RenderVSyncEnable = 1
  RenderVolumeLODFactor = 3
  SlipstreamRenderTonemapType = 1
  UIScaleFactor = 1
  VKDebugForceIntelCompileCap = 0

Description

When using ray traced projector shadows, usually with multiple avatars under a projector light at the same time, the ray traced shadows can disappear without the text on the bottom left of the Advanced Graphics Settings window saying that they're being reduced for memory.

Same as #854, reported through viewer under owner's request.

Steps to reproduce

1. Go to Preferences (Ctrl+P) > Graphics > Advanced Settings...
2. Set Sun/moon shadows and/or Projector shadows to Ray traced
3. At least for me, it happens more consistently when aiming an object with a projector light into multiple avatars.

Screenshot

screenshot


Filed by the Slipstream report relay. The reporter's identity is not verified; system details are as sent by the reporter.

**Source:** in-viewer report (Help > Report Bug) **Reporter** (avatar name as given; not verified): ~~~text (not given) ~~~ ### System ~~~text Version: 1.4.0.8 Channel: Slipstream Beta OS: Microsoft Windows 11 64-bit (Build 22621.4317) CPU: Intel(R) Core(TM) i5-9400 CPU @ 2.90GHz (2904.01 MHz) Memory: 16314 MB GPU: AMD Radeon RX 7600 GPU driver: 32.0.32015.7029 Vulkan: 1.4.359; ray tracing: enabled Window: 1618x1000 Grid: Second Life Main Grid (Agni) Region: Baltimare Display: swapchain 1618x1000 BGRA8/sRGB fifo x3 (20 MB); monitors 1, window on 2560x1080@75Hz scale 1.00, HDR off VRAM: used 2930/6422 MB (cap auto, OS 7135, reserve 714) tracked 2735 fixed 950 slack 205 swap 20 ovh 175 (unattributed 134) room 5472 | ladder 0/45 VRAM by category: tex 499 geom 281 scene 117 cull 58 targets 311 probes 58 shadow 11 rt-as 402 rt-aux 26 rt-mask 35 staging 1 part 3 ui 159 upscale 127 texenc 83 rig 394 VRAM overhead: ovh 175 MB = pad 41 (501 allocs @256K) + driver 0 (no driver report) + untracked 0 + ? 134; min 102; slack vram 205 sys 255 Texture pools: tex pools 66 blocks 526 MB, 3178 images 355 MB live (68% occupied), slack 170 (free 139 + rounding 31); medium classes 414 MB 75% stranded 79, fallback 8 MB 0% stranded 8 (images hit/miss 1157/5, max Host memory: host-visible 373 MB / 82 allocs [scene 2/3 cull 1/10 targets 0/2 rt-aux 16/12 rt-mask 1/2 staging 342/34 readback 7/11 part 2/4 ui 3/2 upscale 0/1 texenc 0/1] device-only 2735 MB | /s: alloc hv 0.0 (0 Pipeline compiles: spec, ray-query 31/15 146.6s +924MB t5 c5 ob15: spec lit/FragRt 26.9s 369M c1; spec lit/FragRt 26.6s 419M c1; spec lit/FragRt 25.8s 407M c1; spec lit/FragBlendRt 25.6s 108M c1; Settings: RenderDeferredSSAO = 1 RenderDepthOfField = 0 RenderFPSLimit = 0 RenderFSAAType = 0 RenderFarClip = 256 RenderHiDPI = 0 RenderMaxTextureResolution = 2048 RenderMaxVideoMemoryMB = 0 RenderMirrors = 0 RenderQualityPerformance = 4 RenderReflectionProbeCount = 64 RenderReflectionProbeDetail = 1 RenderReflectionProbeLevel = 2 RenderReflectionProbeResolution = 128 RenderScreenSpaceReflections = 0 RenderShadowDetail = 2 RenderTransparentWater = 1 RenderVKAOStandard = 1 RenderVKAlphaShadingRate = 0 RenderVKFramePacing = 1 RenderVKGodRays = 0 RenderVKNoVsyncPresentMode = 0 RenderVKOpaqueShadingRate = 0 RenderVKPipelineCompileBudgetMB = 0 RenderVKPipelineCompileThreads = 0 RenderVKProjectorShadows = 2 RenderVKRayTracing = 1 RenderVKRenderScale = 1 RenderVKShadowResolution = 1024 RenderVKSunShadows = 2 RenderVKTAA = 0 RenderVKTextureCompression = 4 RenderVKUpscaler = 1 RenderVSyncEnable = 1 RenderVolumeLODFactor = 3 SlipstreamRenderTonemapType = 1 UIScaleFactor = 1 VKDebugForceIntelCompileCap = 0 ~~~ ### Description ~~~text When using ray traced projector shadows, usually with multiple avatars under a projector light at the same time, the ray traced shadows can disappear without the text on the bottom left of the Advanced Graphics Settings window saying that they're being reduced for memory. Same as #854, reported through viewer under owner's request. ~~~ ### Steps to reproduce ~~~text 1. Go to Preferences (Ctrl+P) > Graphics > Advanced Settings... 2. Set Sun/moon shadows and/or Projector shadows to Ray traced 3. At least for me, it happens more consistently when aiming an object with a projector light into multiple avatars. ~~~ ### Screenshot ![screenshot](https://git.slipstreamviewer.org/attachments/b8c58065-74ad-49d3-8dd6-9919d645d3f7) --- <sub>Filed by the Slipstream report relay. The reporter's identity is not verified; system details are as sent by the reporter.</sub>
Owner

Same issue as #854 (filed earlier on 1.3.0.14). Triage: the probable cause is the RT-only memory budget (~12% of VRAM on this card, about 770 MB). When legacy rigged avatars plus RT working buffers pass about 3/4 of it, every legacy rigged avatar is dropped from ray-traced shadows (scenery keeps shadowing). That drop is not a VRAM-pressure-ladder step, so the Advanced Graphics status keeps saying "Nothing reduced for memory" (RT was 844 MB in a matching readout). Fix in progress: remove the fixed percentage cap and let RT use the device budget, with real VRAM pressure still handled by the soft pressure ladder.

Same issue as #854 (filed earlier on 1.3.0.14). Triage: the probable cause is the RT-only memory budget (~12% of VRAM on this card, about 770 MB). When legacy rigged avatars plus RT working buffers pass about 3/4 of it, every legacy rigged avatar is dropped from ray-traced shadows (scenery keeps shadowing). That drop is not a VRAM-pressure-ladder step, so the Advanced Graphics status keeps saying "Nothing reduced for memory" (RT was 844 MB in a matching readout). Fix in progress: remove the fixed percentage cap and let RT use the device budget, with real VRAM pressure still handled by the soft pressure ladder.
Owner

The reporter confirms this is fixed now. Closing; a separate issue seen on an RX 9070 XT is tracked on its own ticket. Reopen if the shadows disappear again.

The reporter confirms this is fixed now. Closing; a separate issue seen on an RX 9070 XT is tracked on its own ticket. Reopen if the shadows disappear again.
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Reference
sky_line/Slipstream#1015
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