Quick answer: Vulkan ray tracing shader binding table exceeding pipeline limits? Per-pipeline SBT cap exists; reduce hit groups or split pipelines.

Material variety produces 200+ hit groups. SBT compile fails: too large.

Reduce hit groups

Consolidate similar materials into shared hit shaders. Per-material parameters via storage buffer.

Or split into multiple pipelines

One pipeline per material family. Draw call switches pipeline; trade overhead for table size.

Check per-vendor limit

Limits differ. Test on each shipping GPU.

“Ray tracing setups have limits. Plan around them.”

If you ship ray tracing, the SBT design is part of the engine. Plan early; refactor late is painful.

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