iOS metal stores redudant shadowmaps.

I was profiling our game and noticed that our indoor levels that does not have anu directional light still have shadow maps in package and actually used for each object draw call. On PC we use use stationary spot lights for indoors and shadow maps are used there. So iOs version is just taking original 4 channel shadow map that is converted to 1 channel shadow map.(just keeping red channel). This shadow map is totally redudant for mobile version but it is still wasting a lot of memory.(R8 uncompressed texture per object). It’s also waste performance to read from potentially big shadow map and then discarding results. These unwanted shadow maps should be replaced with small 4x4 dummy texture that can be shared with all objects.

Shameless bump.

I would like too some reaction for this.

I am still wondering is there anyone that could help with this one.

Still waiting.

I tried to manually set all shadow maps to nullptr for saving memory and performance but GetMeshMapBuildData function only return const pointer and that can’t be modified.