Darío
Darío
I've added the rename to use copy engine. We should decide about the booleans vs the bitfields for the reasons outlined above.
RT64 will _always_ prefer the dedicated graphics card. This just sounds to me like the GPU is not visible at all to the application when you boot it. Do you...
> Changing the `api_option` field to Vulkan fixes the issue, and uses my dedicated card. I guess the Auto option causes it to pick my integrated graphics? Again, on Auto,...
> would it be best to have this set up in Visual Studio or something where I can set a breakpoint? Yeah, breakpointing into the code I posted and inspecting...
> Would it be appropriate to close this issue until I have performed a clean Windows re-installation, just so we can rule out any misbehaving on my system's end? I...
Add a breakpoint to this [line](https://github.com/DarioSamo/RT64-HLE/blob/c144df7aae279d3a4873e919daa8f5d36d737ce3/src/d3d12/rt64_d3d12.cpp#L2966) and tell me how many times it hits it and show me the contents of adapterDesc in the debugger.
Apparently your integrated graphics cards supports Raytracing while your dedicated GPU doesn't. I guess that's not good enough of a hint. :)
I've written down the issue and it should be fixed in a future update, thank you for the help. Now go play Quake 2 RTX with your iGPU.
Metal as a backend is something that could be easily implemented into the current RHI. It is a great API for this project and it'll be a natural fit. However,...
> Maybe the ship has sailed at this point with the current Vulkan and D3D12 support, but have you ever considered targeting WebGPU? Yes, it lacks a lot of features...