Shadow Depth from Opaque - WholeScene Split

Our Movable Directional Light (Dynamic Sunlight) recently went from 6-7ms to 17-18ms to render.

Looking at the GPU Capture there seems to be 3 ShadowDepthsFromOpaque - WholeScene Split passes happening for the light, where previously there was only 1.

My question is: What would cause the lights ShadowDepthsFromScene to be split from 1 into 3 passes too much geometry in the scene? Actor Count? too much instanced static mesh foliage?

Our level is using WorldComposition and a single Movable Directional Light for Sunlight.
See the attached GPC capture.

thanks

AJ

Uppercut Games

1 Like

That’s a directional light with multiple cascades. The NumCascades on the directional light used to be 1 and is now 3 to generate 3 different ShadowDepthFromOpaque passes.

I’m having the same issue and I dont understand why! What makes it create more ShadowDepthFromOpaque passes?