Fewer non-opaque ray candidates: opaque BLAS flags and opacity micromaps #1032
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sky_line/Slipstream#1032
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Profiled with Nsight Graphics GPU Trace + shader profiler on an RTX 5090 (full GI scene, ~61 FPS, GPU ~16.3 ms/frame). The hottest shader lines are the
rayQueryProceedEXTcandidate loops (clean_shadow_core.glsl, clean_rt_common.glsl, clean_deferred_light.comp), stalled ~75% waiting on traversal. Every non-opaque candidate goes back to the shader for an alpha test.Done when: candidate counts and RT pass timers drop at the same scene with identical shadows and GI.
Fixed in 1.5.0 Beta 1 (
d45f011519). Reopen if you still see it.