Alpha pass costs 2.3-2.9 ms #4
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sky_line/Slipstream#4
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pass2 (alpha-blend + particles) is now the largest single GPU item after the depth pre-pass. Profile what's in it (overdraw of blended geometry, particles, per-pixel lighting on alpha) and reduce.
No work specific to this ticket found in the history (no commits referencing it; the alpha pass has only benefited indirectly from general perf work such as
1a97085c77). Moving from Testing to To Do until the alpha pass is profiled and reduced.Closing: the measurements no longer support this ticket.
Re-measured 2026-10-10 (RTX 5090, 3840x2088 with FSR, ~62 avatars, sim fully loaded, particles on), averaged over six GPU timer samples:
Blended-geometry fragment work is well under one invocation per pixel, so overdraw is no longer the issue. Particles were the real cost and are fixed by #435 (29.3 ms -> ~0.6 ms in a heavy scene). Pass 2 is no longer the largest GPU item: probe tracing, pre-skinning and the RT build/refit each cost as much or more.
Rigged alpha in crowds stays tracked in #260.