Unreal Engine Vite Help

Rendering

This is the largest section of the manual, because rendering is where Vite diverges most from both stock Unreal Engine 4.27 and from UE5.

How the renderer is put together

The pipeline is Unreal Engine 4.27's deferred renderer, inheriting NvRTX Caustics' DirectX 12 and DXR improvements, with Vite's own additions layered on top. The important structural property is that the ray tracing pipeline is agnostic: acceleration structures are built and updated independently of any particular lighting solution, which is what allows DDGI, RTXDI and the various RT effects to coexist and be enabled independently.

That is the opposite of the UE 5.1+ arrangement, where ray tracing scene construction is coupled to Lumen, Nanite and GPU Scene. See Why NvRTX 4.27.

Section contents

Global illumination

  • Global Illumination — choosing between the available GI solutions

  • Dynamic DDGI — real-time ray-traced irradiance probe volumes

  • Static DDGI — baked probe volumes with near-instant bake times

  • SSGI — screen-space GI, and why it belongs alongside DDGI

Ray tracing

Surface and geometry

Image quality

Choosing a rendering configuration

The right starting point depends on your performance target. These are the configurations behind the four targets in Performance Targets.

Target

GI

Reflections

Shadows

AO

Geometry

AA

Stylised 4K120

Dynamic DDGI

Raster / SSR

Cascaded

SSAO fast path

LODs

SMAA / TAA

Performance 4K60

DDGI + SSGI

Ray traced

Cascaded

SSAO / HBAO4+

Tessellation

TAA / SMAA

Fidelity 4K30

DDGI + SSGI

Ray traced

Cascaded

HBAO4+

Tessellation

TAA

Full RT 1440p30

DDGI + SSGI

Ray traced

Ray traced

RTAO

Tessellation

TAA

No-RT hardware

Static DDGI

SSR

Cascaded

SSAO

LODs

TAA / SMAA / FXAA

Every one of these is a starting point, not a prescription. The console variables for each are documented on the corresponding pages and collected in the Console Variable Reference.

See also

10 August 2026