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It seems to work but tanks my FPS immensely down to unplayable on my 2080RTX, but maybe it's nice for screenshots once I'm further in the game.
Also: I would suggest to play around with r.RayTracing.Reflections.ScreenPercentage for the RT reflections.
I added r.CreateShadersOnLoad=1, which leads to some big freezes here and there, but gets rid of most of the "little" stutters... not a solution, but better than nothing
That's also because the game doesn't support dedicated raytracing yet, if at all
This what actually enabling "raytracing" in Stray looks like. btw the user ini does nothing if a setting is already enumerated in the game default .ini pak manifest.
https://steamcommunity.com/sharedfiles/filedetails/?id=2844081436
all those static moire pixels are actually trying to reflect lighting probes that don't exist, hence the massive noise on every normal map in the entire game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2844081448
dx12 in Stray supports lightmap based GI and IBL, dx11 supports IBL which already allows for full scene reflection maps/probes.
meanwhile in dx12 under GI:
https://steamcommunity.com/sharedfiles/filedetails/?id=2844081459
Notice the bounced lighting on security bot and kiosk underside. What bluetwelve planned to do and what they finished before launch are two different things, nevermind this is technically a console port.
Also, DX12 seems to ruin the "native" HDR.
Just open Steam and add the “-dx12” launch parameter to the game.
Oh, ok cool.