hi,
in my raytracing only game engine i produce a gbuffer by raytracing and store the raylength as linear depth in a rendertarget. This and many other passes are done in compute mode.
At the end of the pipeline i have a graphics mode rasterizer pass with a cleared depthstencil and render my physics debug shapes like spheres, cubes an bones.
In this pass i calculate the depth and compare with the raytraced depth.
depth = length(world_pos - camera_pos)
Still picture is fine. When moving camera all shapes are perfectly rendered. (koharent)
My problem: ( overlapping shape with raytraced geometry )
I get a kind of flipbook effect when moving the camera, the overlapping background, foreground is shown in high frequency.
I checked again and again all things, ( e.g. resource barriers ) and suppose this happens because the calculation of the depth in raytraced mode is not koharent to the calculation in rasterizer mode.
Sometimes depth at a pixel is detected smaller, sometimes higher.
How to solve this problem ?