# \#vulkan-raytracing

**URL:** https://forums.developer.nvidia.com/tag/vulkan-raytracing/362.md

[Latest](https://forums.developer.nvidia.com/latest.md) · [Categories](https://forums.developer.nvidia.com/categories.md) · [Tags](https://forums.developer.nvidia.com/tags.md)

---

## [Vulkan RayQuery + descriptor heap: stable on 610.88, GPU page faults on 616.x / 617.x; Nsight Graphics dies at vkCreateDevice](https://forums.developer.nvidia.com/t/vulkan-rayquery-descriptor-heap-stable-on-610-88-gpu-page-faults-on-616-x-617-x-nsight-graphics-dies-at-vkcreatedevice/384792)

<div class="topic-metadata">

**Author:** [@Dioxyd](https://forums.developer.nvidia.com/u/Dioxyd)\
**Replies:** 0\
**Last updated:** [September 30, 2026, 10:43pm UTC](https://forums.developer.nvidia.com/t/vulkan-rayquery-descriptor-heap-stable-on-610-88-gpu-page-faults-on-616-x-617-x-nsight-graphics-dies-at-vkcreatedevice/384792 "2026-09-30T22:43:03Z")

</div>

Hi, I’m seeing what looks like a driver regression with Vulkan ray query on recent Game Ready drivers, and I wanted to check whether others hit the same thing before I invest in a minimal standalone repro. Setup Custo…

---

## [Analyse cache and register usage in my vulkan shaders](https://forums.developer.nvidia.com/t/analyse-cache-and-register-usage-in-my-vulkan-shaders/383144)

<div class="topic-metadata">

**Author:** [@meetbanthia](https://forums.developer.nvidia.com/u/meetbanthia)\
**Replies:** 0\
**Last updated:** [September 12, 2026, 7:33pm UTC](https://forums.developer.nvidia.com/t/analyse-cache-and-register-usage-in-my-vulkan-shaders/383144 "2026-09-12T19:33:32Z")

</div>

Hi all!! I have been working on a Vulkan ray tracing project from some time. I don’t have much experience in Vulkan Programming. Issue i have been facing is that whenever i try to render a full resolution image(3118 \* …

---

## [DLSS/NGX ignores config on Linux and requires write access to /usr/share/](https://forums.developer.nvidia.com/t/dlss-ngx-ignores-config-on-linux-and-requires-write-access-to-usr-share/356828)

<div class="topic-metadata">

**Author:** [@DK7728](https://forums.developer.nvidia.com/u/DK7728)\
**Replies:** 1\
**Last updated:** [February 13, 2026, 8:49am UTC](https://forums.developer.nvidia.com/t/dlss-ngx-ignores-config-on-linux-and-requires-write-access-to-usr-share/356828 "2026-02-13T08:49:15Z")

</div>

Environment: DLSS SDK 310.4.0 Driver 570.181 Vulkan API (no Wine/Proton) I am trying to run the DLSS Ray Reconstruction feature on Linux, but it seems that the initialization fails, because the NGX Updater cannot down…

---

## [accelerationStructureIndirectBuild Unsupported](https://forums.developer.nvidia.com/t/accelerationstructureindirectbuild-unsupported/357882)

<div class="topic-metadata">

**Author:** [@kyle.klouzal](https://forums.developer.nvidia.com/u/kyle.klouzal)\
**Replies:** 1\
**Last updated:** [January 18, 2026, 11:24pm UTC](https://forums.developer.nvidia.com/t/accelerationstructureindirectbuild-unsupported/357882 "2026-01-18T23:24:19Z")

</div>

accelerationStructureIndirectBuild on all platforms - Vulkan Hardware Database by Sascha Willems No support still from NVidia on this feature? AMD and Intel ARC fully supported. Very powerful feature to have for fully g…

---

## [(Solved) Multi InfoCount of vkCmdBuildAccelerationStructuresKHR : GPU time in Nsight shows short time, but long fence wait](https://forums.developer.nvidia.com/t/solved-multi-infocount-of-vkcmdbuildaccelerationstructureskhr-gpu-time-in-nsight-shows-short-time-but-long-fence-wait/346407)

<div class="topic-metadata">

**Author:** [@azn2ww](https://forums.developer.nvidia.com/u/azn2ww)\
**Replies:** 0\
**Last updated:** [September 29, 2025, 1:26pm UTC](https://forums.developer.nvidia.com/t/solved-multi-infocount-of-vkcmdbuildaccelerationstructureskhr-gpu-time-in-nsight-shows-short-time-but-long-fence-wait/346407 "2025-09-29T13:26:11Z")

</div>

(Self Solved) by checking with Nsight Systems I was able to observe the command build time overhead that Nsight Graphics did not capture. The difference was not actually in the fence wait, but rather in the command…

---

## [Slang support for shader debugger](https://forums.developer.nvidia.com/t/slang-support-for-shader-debugger/340883)

<div class="topic-metadata">

**Author:** [@AlbertRodriguezClo](https://forums.developer.nvidia.com/u/AlbertRodriguezClo)\
**Replies:** 1\
**Last updated:** [August 4, 2025, 10:26am UTC](https://forums.developer.nvidia.com/t/slang-support-for-shader-debugger/340883 "2025-08-04T10:26:19Z")

</div>

Hi, Just wanted to follow up on the following discussion from a few months ago: Slang support for Shader Debugging Should slang be supported now? I see that in some parts of nsight graphics the shader now appears in th…

---

## [GPU Culling & accelerationStructureIndirectBuild](https://forums.developer.nvidia.com/t/gpu-culling-accelerationstructureindirectbuild/329671)

<div class="topic-metadata">

**Author:** [@stickman13540](https://forums.developer.nvidia.com/u/stickman13540)\
**Replies:** 0\
**Last updated:** [April 8, 2025, 6:12pm UTC](https://forums.developer.nvidia.com/t/gpu-culling-accelerationstructureindirectbuild/329671 "2025-04-08T18:12:21Z")

</div>

Hi, I came across this older post: post, and I was wondering if there have been any updates since then. In my case, I’m looking to use an indirect method to build the TLAS, leveraging the results of GPU-based culling—pa…

---

## [BLAS building fails with a large buffer without an irrelevant flag](https://forums.developer.nvidia.com/t/blas-building-fails-with-a-large-buffer-without-an-irrelevant-flag/286039)

<div class="topic-metadata">

**Author:** [@vectorsofvectors](https://forums.developer.nvidia.com/u/vectorsofvectors)\
**Replies:** 0\
**Last updated:** [March 14, 2024, 6:20am UTC](https://forums.developer.nvidia.com/t/blas-building-fails-with-a-large-buffer-without-an-irrelevant-flag/286039 "2024-03-14T06:20:32Z")

</div>

For some reason building a BLAS with a large buffer (exact size seems to vary but consistently above 2MB) causes a device lost in a later call, this is somehow fixed when creating the buffer and allocating memory with V…

---

## [Rocky Linux 9, Vulkan troubles](https://forums.developer.nvidia.com/t/rocky-linux-9-vulkan-troubles/282275)

<div class="topic-metadata">

**Author:** [@flip.phillips](https://forums.developer.nvidia.com/u/flip.phillips)\
**Replies:** 3\
**Last updated:** [February 19, 2024, 9:46pm UTC](https://forums.developer.nvidia.com/t/rocky-linux-9-vulkan-troubles/282275 "2024-02-19T21:46:22Z")

</div>

I’ve migrated one of my workstations to the VFX Reference Standard, which runs on Rocky 9. (RHEL-ish for future searchers, which I always thought was a better name :) This workstation has two RTX A5000. Group 0: Prope…

---

## [AABB primitives in BLAS getting secretly merged?](https://forums.developer.nvidia.com/t/aabb-primitives-in-blas-getting-secretly-merged/197142)

<div class="topic-metadata">

**Author:** [@neotoxin4365](https://forums.developer.nvidia.com/u/neotoxin4365)\
**Replies:** 4\
**Last updated:** [December 4, 2023, 4:55am UTC](https://forums.developer.nvidia.com/t/aabb-primitives-in-blas-getting-secretly-merged/197142 "2023-12-04T04:55:01Z")

</div>

So, I just initialized a BLAS with a list of 9 AABBs, each with size = 0.5. I always reportIntersectionKHR in the intersection shader, and in the closest-hit shader I output gl\_PrimitiveID on the screen. Now, I incre…

---

## [Anyhit payload lost when calling “AcceptHitAndEndSearch()” or "IgnoreHit()"](https://forums.developer.nvidia.com/t/anyhit-payload-lost-when-calling-accepthitandendsearch-or-ignorehit/242880)

<div class="topic-metadata">

**Author:** [@natemorrical](https://forums.developer.nvidia.com/u/natemorrical)\
**Replies:** 11\
**Last updated:** [October 24, 2023, 10:47pm UTC](https://forums.developer.nvidia.com/t/anyhit-payload-lost-when-calling-accepthitandendsearch-or-ignorehit/242880 "2023-10-24T22:47:54Z")

</div>

Hello, I’m running into a bug with Vulkan raytracing on my RTX 4090 (using HLSL as my shading language, and compiling to SPIRV) Whenever I call AcceptHitAndEndSearch() or IgnoreHit() in an anyhit program, all previous …

---

## [Vulkan Ray Query no hit](https://forums.developer.nvidia.com/t/vulkan-ray-query-no-hit/267611)

<div class="topic-metadata">

**Author:** [@marco.donarelli](https://forums.developer.nvidia.com/u/marco.donarelli)\
**Replies:** 4\
**Last updated:** [September 26, 2023, 1:41pm UTC](https://forums.developer.nvidia.com/t/vulkan-ray-query-no-hit/267611 "2023-09-26T13:41:00Z")

</div>

Hi all, i have a simple fragment shader same as vk\_ray\_tracing\_rayquery. I used also nvidia nsight to check that the tlas is correctly populated and it is ok. It seems that rayqueryproceedext is hitting anything even if …

---

## [Nsight Compute - GPU hardware metrics or profiling for RT Core usage?](https://forums.developer.nvidia.com/t/nsight-compute-gpu-hardware-metrics-or-profiling-for-rt-core-usage/252021)

<div class="topic-metadata">

**Author:** [@colinrei](https://forums.developer.nvidia.com/u/colinrei)\
**Replies:** 4\
**Last updated:** [May 27, 2023, 12:05am UTC](https://forums.developer.nvidia.com/t/nsight-compute-gpu-hardware-metrics-or-profiling-for-rt-core-usage/252021 "2023-05-27T00:05:30Z")

</div>

When using Vulkan ray tracing pipeline on NVIDIA devices with HW ray-tracing cores (RT core), is there a way to obtain GPU hardware metrics or profiling information for the RT core - using Nsight Compute (or any other NV…

---

## [AABBs within a BLAS](https://forums.developer.nvidia.com/t/aabbs-within-a-blas/253565)

<div class="topic-metadata">

**Author:** [@colinrei](https://forums.developer.nvidia.com/u/colinrei)\
**Replies:** 2\
**Last updated:** [May 22, 2023, 12:54pm UTC](https://forums.developer.nvidia.com/t/aabbs-within-a-blas/253565 "2023-05-22T12:54:21Z")

</div>

Considering within a single BLAS… Can AABBs overlap within a single BLAS and will NVIDIA acceleration structure processing correctly detect hits/entries into each? For example suppose I have implicit spheres inside tig…

---

## [Crash in nvoglv64.dll using ray queries](https://forums.developer.nvidia.com/t/crash-in-nvoglv64-dll-using-ray-queries/250121)

<div class="topic-metadata">

**Author:** [@NotAPenguin](https://forums.developer.nvidia.com/u/NotAPenguin)\
**Replies:** 1\
**Last updated:** [April 19, 2023, 8:14pm UTC](https://forums.developer.nvidia.com/t/crash-in-nvoglv64-dll-using-ray-queries/250121 "2023-04-19T20:14:25Z")

</div>

I am getting a crash inside the driver after running my application for a couple frames. I’ve tried turning on every possible validation layer with no output and turned on NSight Aftermath which didn’t give me anything e…

---

## [Internal error attempting to replay event](https://forums.developer.nvidia.com/t/internal-error-attempting-to-replay-event/243026)

<div class="topic-metadata">

**Author:** [@gregormueckl](https://forums.developer.nvidia.com/u/gregormueckl)\
**Replies:** 3\
**Last updated:** [March 16, 2023, 8:18pm UTC](https://forums.developer.nvidia.com/t/internal-error-attempting-to-replay-event/243026 "2023-03-16T20:18:12Z")

</div>

Hi! I am trying to capture a frame in a program that uses Vulkan raytracing. However, the process crashes at some point during the capturing process and the Output Messages tab in Nsight Graphics shows 1,,Host,NVIDIA N…

---

## [Shader type in gpu hang is reported as "Internal - Ray Tracing"](https://forums.developer.nvidia.com/t/shader-type-in-gpu-hang-is-reported-as-internal-ray-tracing/244377)

<div class="topic-metadata">

**Author:** [@kapouranis.ilias](https://forums.developer.nvidia.com/u/kapouranis.ilias)\
**Replies:** 3\
**Last updated:** [March 6, 2023, 1:28pm UTC](https://forums.developer.nvidia.com/t/shader-type-in-gpu-hang-is-reported-as-internal-ray-tracing/244377 "2023-03-06T13:28:04Z")

</div>

Hello there, We are facing a GPU hang in a Vulkan ray tracing call and the aftermath dump in Nsight shows that most active warps are of “Internal - Ray Tracing” type. Below you can see a screenshot of it, the grey marke…

---

## [vkDeviceWaitIdle returns VK\_ERROR\_DEVICE\_LOST after writing to shader binding table with DEVICE\_LOCAL memory allocated with CAPTURE\_REPLAY flags](https://forums.developer.nvidia.com/t/vkdevicewaitidle-returns-vk-error-device-lost-after-writing-to-shader-binding-table-with-device-local-memory-allocated-with-capture-replay-flags/227044)

<div class="topic-metadata">

**Author:** [@james.rumble](https://forums.developer.nvidia.com/u/james.rumble)\
**Replies:** 0\
**Last updated:** [September 5, 2022, 8:30am UTC](https://forums.developer.nvidia.com/t/vkdevicewaitidle-returns-vk-error-device-lost-after-writing-to-shader-binding-table-with-device-local-memory-allocated-with-capture-replay-flags/227044 "2022-09-05T08:30:13Z")

</div>

This issue was initially triggered using a capture/replay tool. The tool normally adds the capture replay flags for relevant buffers/memory and records their handles to be used at replay time. The repro case attached an…

---

## [Wrong device address bound checking with Vulkan when using VK\_EXT\_validation\_features with gpu validation enabled](https://forums.developer.nvidia.com/t/wrong-device-address-bound-checking-with-vulkan-when-using-vk-ext-validation-features-with-gpu-validation-enabled/215998)

<div class="topic-metadata">

**Author:** [@edoardo.luciani](https://forums.developer.nvidia.com/u/edoardo.luciani)\
**Replies:** 0\
**Last updated:** [May 30, 2022, 2:36pm UTC](https://forums.developer.nvidia.com/t/wrong-device-address-bound-checking-with-vulkan-when-using-vk-ext-validation-features-with-gpu-validation-enabled/215998 "2022-05-30T14:36:51Z")

</div>

Hi everyone, while developing my Vulkan application I kept getting the error “Device address out of bounds” through the debug callback every time a shader accessed a buffer through a device address. From my findings, the…

---

## [Using Tensor cores and RT cores](https://forums.developer.nvidia.com/t/using-tensor-cores-and-rt-cores/202559)

<div class="topic-metadata">

**Author:** [@user2314](https://forums.developer.nvidia.com/u/user2314)\
**Replies:** 0\
**Last updated:** [February 5, 2022, 9:39pm UTC](https://forums.developer.nvidia.com/t/using-tensor-cores-and-rt-cores/202559 "2022-02-05T21:39:35Z")

</div>

Hi, This was originally posted in Vulkan forums. I was advised to reach out here in case of no responses. I would like to do ray tracing along with efficient matrix multiplication in Vulkan. This is not supported in O…

---

## [vkCreateRayTracingPipelinesKHR throws for certain glsl code with driver version 511.23 and 511.65](https://forums.developer.nvidia.com/t/vkcreateraytracingpipelineskhr-throws-for-certain-glsl-code-with-driver-version-511-23-and-511-65/202536)

<div class="topic-metadata">

**Author:** [@chao.jia](https://forums.developer.nvidia.com/u/chao.jia)\
**Replies:** 0\
**Last updated:** [February 5, 2022, 7:54am UTC](https://forums.developer.nvidia.com/t/vkcreateraytracingpipelineskhr-throws-for-certain-glsl-code-with-driver-version-511-23-and-511-65/202536 "2022-02-05T07:54:22Z")

</div>

Problematic glsl code snippet: for (int i = a; i \< b; ++i) { // a, b and i can also be uint //... do something or nothing traceRayEXT(...); //... do something or nothing } If all of the following conditions…

---

## [Unexpected behavior when using arrays in Vulkan ray tracing payload](https://forums.developer.nvidia.com/t/unexpected-behavior-when-using-arrays-in-vulkan-ray-tracing-payload/199023)

<div class="topic-metadata">

**Author:** [@chrismile](https://forums.developer.nvidia.com/u/chrismile)\
**Replies:** 1\
**Last updated:** [February 3, 2022, 11:02pm UTC](https://forums.developer.nvidia.com/t/unexpected-behavior-when-using-arrays-in-vulkan-ray-tracing-payload/199023 "2022-02-03T23:02:43Z")

</div>

When I use a struct containing an array as a ray tracing payload in Vulkan (using rayPayloadEXT/rayPayloadInEXT with VK\_KHR\_ray\_tracing\_pipeline), unexpected behavior occurs. I have created a simple test program for rep…
