Uses traced rays for bounced diffuse lighting.
FPS
Very high
Visual
Very high
VRAM
High
CPU
Low
Latency
Very low
What it does
Uses traced rays for bounced diffuse lighting. It is usually one of the heaviest ray-tracing features.
Games may also call it: RTGI, RT Global Illumination
Decision guide
Lower it when
Lower it when memory use is near the device limit, traversal stutters, or assets stream late.
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 shared-memory handhelds, judge this by stutter and texture streaming as well as average FPS.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
It is usually one of the heaviest ray-tracing features. This score is an editorial cross-game estimate, not a measured result for every engine.