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OK, I would like to avoid setting any expectations, as virtual-shadow is pretty-much experimental tech. > AMD Radeon RX Vega 7 With Vega there are 2 major issues: * It's...

Some numbers [RTX3070]: Protective shadowmap (current solution): * `7836` meshlets on tested scene (see starting post) * 0.16ms Virtual shadow * `408` pages * `43392` meshlets (shorten shadow range; meshlets...

clip-distance helps with fragment workload, bringing adequate FPS (still slower than regular SM) ![изображение](https://github.com/user-attachments/assets/8eafa77b-9f16-428d-8d49-1675bfae2bc6)

Some rendering examples: ![изображение](https://github.com/user-attachments/assets/a6e300bc-656d-42ae-a9bf-ea8bff68c5bc) ![изображение](https://github.com/user-attachments/assets/e498c264-4bdf-4826-b1dd-266a4d7beba4) ![изображение](https://github.com/user-attachments/assets/7b51f814-5597-43bb-ae75-1b306df4ed67)

City: ![изображение](https://github.com/user-attachments/assets/2deca5d2-1c92-4e8d-8e28-4c214f409763) Ship: ![изображение](https://github.com/user-attachments/assets/70966a48-0688-4831-8b4d-e6e08dcac9de)

Even with large pages look is not good: ``` vsm.header.pageCount 604 vsm.header.meshletCount 91656 // total to draw for VSM vsm.header.counterM 10787 // total amount of unique meshlets for VSM, meaning...

Testing is now enabled by command line: `-vsm 1`

some data on culling: ``` // baseline vsm.header.pageCount 546 vsm.header.meshletCount 38316 vsm.header.counterM 13753 vsm.header.counterV 8733 // cull dummy tiles in larger page vsm.header.pageCount 560 vsm.header.meshletCount 34514 vsm.header.counterM 0 vsm.header.counterV 8733...

fog + vsm doesn't quite work (non-resident pages): ![изображение](https://github.com/user-attachments/assets/91d675ff-0028-4806-b1a1-84dacce92b3e)

experimenting with vsm-fog: ![изображение](https://github.com/user-attachments/assets/2ae5c85d-0308-4d4d-a83a-004f7525aca4)