There are two different sub-projects found in this repository. Both projects use a simple global illumination model but they differ in the manner of casting the rays.
ray_pipeline uses the ray tracing pipeline with a shader binding table to cast the rays.
ray_query uses ray querying in the fragment shader to cast rays.
Make sure the VK_KHR_ray_query and VK_KHR_ray_tracing_pipeline extensions are available on your device! You may need to install the Nvidia Vulkan Beta drivers to use the extension.
Even if you have a compatible RTX graphics card, your drivers may not have the extension available.
To see if the extension is available, you can use the vulkaninfo program.