VK perf: shadow passes redraw every rigged avatar per cascade / projector tile (heavy venues) #564
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sky_line/Slipstream#564
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Measured (PEAK Lounge, ~70 heavy human mesh avatars, RTX 5090, vulkan-port-tb incl. #559/#561): 9 FPS, GPU ~110 ms.
Root cause (code read): every rendered sun cascade and every projector tile that holds an avatar draws the main cull's WHOLE rigged caster prefix (mCmd[3/4/5/8/9] at shadowCounterSlot) plus the pass's off-screen region. There is no per-view culling of rigged casters: a projector cone with one avatar in it redraws all ~70 avatars, and each cascade draws every avatar whether or not its shadow can land in that slice (casterOk is static-only). Shadow views also draw the full-detail rigged LOD the main view picked.
Plan:
Shipped in a published release and tested; closing (testing-lane sweep 2026-10-11).