Creating Your First Project
Create a project as you normally would, then decide which ray tracing effects you actually want —
Vite enables most of them by default. Enable DDGI with
r.GlobalIllumination.ExperimentalPlugin 1 and pair it with
r.SSGI.Enable 1.
Project creation in Vite works exactly as it does in stock Unreal Engine 4.27. What differs is the default rendering configuration, so this page focuses on what to do immediately after the project opens.
Create the project
Engine\Binaries\Win64\UE4Editor.exe.
If you are opening an existing project instead, right-click the .uproject, choose
Switch Unreal Engine version, and select UE_ViteFork.
Understand the defaults before you build content
Vite ships with the full ray tracing suite enabled by default — shadows, reflections, translucency and ambient occlusion. This is deliberate, so that new users discover the features immediately, but it means an empty project costs more than a stock 4.27 one.
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Decide early which effects your project actually needs, because the answer shapes your entire art and performance budget. A stylised competitive title targeting 4K120 will typically run DDGI alone. A fidelity title targeting 4K60 might add ray-traced reflections and tessellation. See Performance Targets for the four reference configurations Vite is tuned around.
The other set of defaults worth reading before you build much content is Engine Default Changes. Several of them change behaviour rather than just cost — most notably, overlap events are disabled by default on primitive components, and lightmap UV generation is off by default on import.
Turning features on from code
The conventional place to set these up in a sample project is the character class constructor or
BeginPlay. This is what the Vite sample projects do.
// Global illumination
IConsoleManager::Get().FindConsoleVariable(TEXT("r.GlobalIllumination.ExperimentalPlugin"))->Set(1);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.SSGI.Enable"))->Set(1);
// Ray tracing effects
IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.AmbientOcclusion"))->Set(1);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.Reflections"))->Set(1);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.Shadows"))->Set(1);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.Translucency"))->Set(1);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.SampledDirectLighting"))->Set(1);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.MeshCaustics.Enable"))->Set(1);
r.GlobalIllumination.ExperimentalPlugin 1 enables DDGI. Running SSGI alongside it is recommended rather
than optional: DDGI resolves world-scale bounce, SSGI fills in high-frequency contact detail that probe
volumes are too coarse to capture. See DDGI and SSGI Together.
For production, prefer setting these in configuration files rather than code, so they participate in scalability and can be overridden per platform:
; Config/DefaultEngine.ini
[/Script/Engine.RendererSettings]
r.GlobalIllumination.ExperimentalPlugin=1
r.SSGI.Enable=1
r.RayTracing.Reflections=1
r.RayTracing.ForceAllRayTracingEffects 1 turns everything on at once. It is useful for a quick look at
what the engine can do, and a poor idea in a shipping configuration.
Verify it is working
Open the console with the tilde key and check a few things:
stat unit— frame, game, draw and GPU times. If GPU time dominates after enabling RT effects, that is expected; start turning effects off from there.stat gpu— per-pass GPU cost, which is how you find out whether reflections or GI is the expensive one.r.RayTracing.Reflections 0— toggle an effect at runtime and watch the delta.
Vite also bundles ImGui-based benchmarking tools for in-editor and in-game profiling. See Profiling and Benchmarking.
Sample projects worth opening
Rather than building a test scene from scratch, start from one that already demonstrates the features:
- Tech Demo Project — DDGI Cornell Box, Apex Destruction test bed, Apex Cloth sample and a high-end DDGI plus SSGI cave scene.
- Abandoned Apartment and Attic Scene — NVIDIA's original RTGI showcase scenes.
- Physics Cube Bench and 400 Characters CMC Bench — the benchmark scenes behind the numbers quoted in this manual.
The full list is in Projects and Demos.