# Global Settings

### Ray Count

This parameter defines the pixel spacing between screen-space probes, affecting the number of probes spawned. Ray Count has the biggest impact on the overall performance , memory consumption and visual quality.&#x20;

* Performance  - 1 probe per `8x8` pixel block. For 1080p, this is `240x135` probes / `518400` rays.
* Quality            - 1 probe per `6x6` pixel block. For 1080p, this is `320x180` probes / `921600` rays.
* Cinematic       - 1 probe per `4x4` pixel block. For 1080p, this is `480x270` probes / `2073600` rays.



### Ray Length

This defines the maximum distance a ray can travel in world space. Lower values improve performance but may cause rays to miss surfaces, resulting in darker and noisier GI. Higher values can degrade performance when many rays travel long distances (e.g., toward the sky) without hitting any objects.

{% hint style="info" %}
Setting this value to `0` will automatically calculate the maximum distance for each ray from its origin to the nearest wall of the voxelization bound along the ray's direction.
{% endhint %}



### Debug Mode

Use this dropdown to inspect and debug different stages and resources of HTrace.

* **None:** Debugging is disabled.
* **Global Illumination:** Displays the final indirect lighting buffer.&#x20;
* **Geometry Normals:** Shows the primary source of normal data for HTrace, generated from the `Depth Buffer`.&#x20;
* **Shadowmap:** Displays the custom directional light shadowmap used for light evaluation at ray hit points.&#x20;
* **Voxelized Color:** Displays the diffuse color of voxelized surfaces&#x20;
* **Voxelized Lighting:** Represents the final lighting seen by world-space rays, including direct and indirect contributions (in the form of an Irradiance Cache).

