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Vulkan ray tracing: include tracks and roads, build triangle strips and fans
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@@ -252,9 +252,9 @@ the environment map only.
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| `gfx.raytracing yes/no` | `no` | Vulkan renderer only, on a graphics card with ray queries (`VK_KHR_ray_query`): what the screen space reflections don't find is traced through the scenery around the camera instead of reflecting the sky. Read at the start; with `gfx.ssr no` all the reflections of the scenery are traced |
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| `gfx.raytracing.range` | `500` | 10..5000: the scenery within this distance from the camera takes part in the traced reflections, and the rays are this long, metres |
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The traced reflections hold what the environment map held before, as `gfx.reflections.fidelity` says: the tracks and the
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terrain (0), the models within `gfx.reflections.range_instances` (1) and the vehicles within
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`gfx.reflections.range_vehicles` (2, the default now), except the vehicle of the cab. `gfx.reflections.fidelity` and the
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The traced reflections hold what the environment map held before, as `gfx.reflections.fidelity` says: the terrain
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and the large shapes of the scenery (0), the tracks, the roads and the models within `gfx.reflections.range_instances` (1)
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and the vehicles within `gfx.reflections.range_vehicles` (2, the default now), except the vehicle of the cab. `gfx.reflections.fidelity` and the
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two ranges have no other use now; `gfx.reflections.framerate` still says how often the environment map (the sky) is
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drawn. The point hit is lit by the sky, by the sun where nothing stands between them (a ray of its own) and by its own light; the lamps and headlights don't light it. Each part of a model gets its structure
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for the tracing the first time it's met (a few a frame, so a new place fills in over some frames), and loses it when it
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