Uses ray tracing for contact and crevice shading beyond screen-space limits.
FPS
High
Visual
High
VRAM
Medium
CPU
Very low
Latency
Very low
What it does
Uses ray tracing for contact and crevice shading beyond screen-space limits. It improves off-screen consistency but is expensive for a subtle effect.
Games may also call it: RTAO, RT Ambient Occlusion, Ray Traced AO
Decision guide
Lower it when
Lower it when the GPU is near full load and the game cannot hold the target frame rate.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, reduce this one step at a time and retest at the same TDP, resolution and upscaling mode.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
It improves off-screen consistency but is expensive for a subtle effect. This score is an editorial cross-game estimate, not a measured result for every engine.