Probe captures: skip blended alpha for far scheduled probes (distance policy) #834
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Reference
sky_line/Slipstream#834
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Probe captures draw alpha-blended geometry (glass, translucent prims, particles, alpha hair) for every face. Measured
pr_rt_alpha~0.44 ms at high on a GTX 1080 at 4K, plus its alpha sort.Blended alpha matters little in a probe that covers few screen pixels. Alpha-mask geometry (most foliage / fences) is drawn in the opaque passes and is unaffected. Mirrors always keep alpha (viewed directly).
Plan
A policy setting (e.g.
RenderVKProbeAlpha: 0 off, 1 near only (default candidate), 2 all):Also:
Visible risk: a large blended surface dominating a near-ish probe's view (a probe inside a glass dome, behind a big window). The distance rule should keep these.
Measure
GTX 1080 at 4K, high:
pr_rt_alpha/pr_alpha+ sort before vs after (at most ~0.5 ms), plus a probe image A/B near a glass build.Fixed in 1.5.0 Beta 1 (
58e21d9ec8). Reopen if you still see it.