Happy Friday everyone ![]()
I’m doing some profiling and seeing something a bit unexpected.
We have a few dozen light sources, all with reasonable culling distances and quite aggressive shadow culling distances. What the lights also have in common is that their shadow update mode is set to On Enable, with Always Draw Dynamic switched off.
Typical settings:
I’m seeing an unexpectedly high amount of CPU time spent in the Job threads, dealing with “CullShadowCastersLocal()”.
It seems like a lot of work going on considering the agressive fade distance / cull distance settings on these lights, most of which are not even near the current camera position.
Is there away to avoid all this per-frame culling work?
Thanks!

