Platforms
Vite is a focused fork. The features that distinguish it — the NvRTX ray tracing suite, DDGI, RTXDI, DLSS and its alternatives, HBAO+, hardware tessellation — are Deferred Path GPU features. Mean mainly for Desktop and 9th Gen Consoles
Support levels
Platform | Level | Notes |
|---|---|---|
Windows 64-bit | Primary | What everything is built and measured against |
Windows 32-bit | Support files only | Required by Win64 tooling; not a shipping target |
Linux | Inherited | Stock 4.27 support. Ray tracing suite untested. |
Mac | Inherited | Stock 4.27 support. No DXR, so the ray tracing suite does not apply. |
Android | Inherited | Inherits Vite updates to Forward Path. |
iOS / tvOS | Inherited | Inherits Vite updates to Forward Path. |
HTML5 | Inherited | Stock 4.27 support, long deprecated upstream |
Consoles | Not addressed | Requires platform SDKs Vite cannot make console related changes public |
"Inherited" means the stock 4.27 code is present and has not been deliberately broken, but Vite does not test it and the fork's rendering features are unavailable or unvalidated there.
Enabling other platforms
Platform dependencies are opt-in at setup time.
Through ViteSetup, choose the Win64 + Android or Win64 + Linux profile, or use the step-by-step assistant to toggle platforms individually. Full setup passes no -exclude argument to Setup.bat and downloads everything.
For the debloat scripts, uncomment the relevant line in devops\config.txt:
Graphics APIs
API | Status | Notes |
|---|---|---|
DirectX 12 | Primary | Required for DXR, and therefore for everything ray-traced |
DirectX 11 | Supported | HBAO+ works here; ray tracing does not |
Vulkan | Inherited | Stock 4.27 support; Vite's ray tracing suite is DXR-based |
Metal | Inherited | Mac only |
OpenGL ES | Inherited | Mobile |
What requires DX12
Everything ray-traced needs DXR, which in Vite means DirectX 12:
Ray-traced reflections, shadows, ambient occlusion and sky light
Dynamic DDGI and per-pixel ray-traced GI
RTXDI and path tracing, if you rebuild with
VITE_RT_PSO_DEBLOAT=0Translucency and caustics, same condition
FSR 4 is also DX12-only, independently of ray tracing.
What works on DX11
HBAO4+ — despite the console variable help text claiming DX11-only, it has a D3D12 implementation too
A DX11 target is viable if you are willing to give up ray tracing. It is the right choice for a project whose performance targets do not leave budget for DXR.
Hardware
See System Requirements for development and runtime hardware.
Packaging
The installed build is produced with Development and Shipping game configurations for Win64. If you need other configurations or platforms, edit the RunUAT.bat BuildGraph arguments:
Each additional platform and configuration lengthens an already long build considerably.