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.
AJ Uppercut Games
asked Jan 08 '15 at 12:22 AM in Rendering
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.
answered Jan 14 '15 at 09:31 PM
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