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[Feature Request / Tech] UE 5.7 DXR 1.722 Integration: Leveraging PTLAS & Clustered Geometry for Large Bases and Dense Foliage

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Hey Obsidian Team,

First off, massive props on the recent engine migration to Unreal Engine 5.7 in the Rot and Ruin update! The frame pacing improvements, multi-core distribution, and massive reduction in install size have been fantastic on PC.

With the engine now sitting comfortably on UE 5.7 and DX12, I wanted to put in a technical feature request regarding Microsoft's recent DirectX Raytracing (DXR) Agility SDK 1.722 update—specifically around Partitioned Top-Level Acceleration Structures (PTLAS) and Clustered Geometry.

Why Grounded 2 is the Perfect Use Case

As Grounded 2 scales up with massive player-built mega-structures, zip-line networks, and high-density foliage interactions, ray-traced lighting/AO and physics calculations face unique spatial index challenges:

  1. VRAM Optimization on Dynamic Destruction & Harvesting: Currently, modifying large structures or clearing out dense grass patches requires broad acceleration structure updates. PTLAS allows the GPU to update only the specific geometry clusters that move or change, which can drastically lower Ray Tracing VRAM overhead during heavy environmental shifts.

  2. GPU-Driven Acceleration Structure Builds: Moving spatial index builds directly to the GPU reduces main-thread CPU spikes when large player bases collapse, or when dynamic light filters through changing foliage.

Request

Once Epic Games officially merges native PTLAS and Clustered Geometry support into future Unreal Engine point releases (or plugins), we’d love to see the tech team consider toggling on these low-level DXR features for PC.

Thanks for all the hard work and continuous optimization efforts on the game!

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