Quick answer: Vulkan ray tracing SBT stride mismatch causing wrong shaders to fire? SBT stride must align to physicalDevice's shaderGroupHandleAlignment - compute carefully.
Trace dispatch hits wrong miss shaders; validation reports stride mismatch.
Align stride
uint32_t stride = align(handleSize, alignment);Stride matches device's requirement; SBT works.
Or use a helper library
Vulkan-Hpp has SBT helpers. Less error-prone.
Profile per device
Each shipping GPU's alignment requirements. Validate.
“SBT alignment is device-specific. Generic stride assumption breaks.”
If you ship ray tracing, the per-device SBT alignment is mandatory. Document.