Try
Try
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) 
Some rendering examples:   
City:  Ship: 
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): 
experimenting with vsm-fog: 