EEVEE-Next: Shadow: Limit view per shadow map projection #119889

Merged
Clément Foucault merged 13 commits from fclem/blender:eevee-next-single-tilemap-update into main 2024-03-26 20:33:41 +01:00

This limits the number of tilemaps per LOD that can be fed to avoid the
easy to hit "Too many shadow updates" (#119757).

This allows for a max 64 tilemaps to be updated at once at their lowest
requested LOD (so ~10.6667 point lights if every faces of the punctual
shadow map is needed, but likely more in practice).

Unfortunately this is still quite low and will surely be hit quite soon
with directional shadow added to it. One idea to workaround this would
be to time slice the update of some lights, but this opens a whole can
of worms that I'm not ready to open for now so I created #119890 for
future reference.

Some notes, most lights seems to request around 3 LODs. It might help
to allow requesting at least 2 LODs if we are rendering since volumes
might want lower LOD available for volumes.

I added a very simplistic heuristic that also lowers the max tilemaps
when transforming, animation playback or navigating the 3D view to
improve the responsiveness of the engine. Note that this doesn't
only lowers the resolution to the minimum requested one. So it should
be good enough in most cases.

TODO

  • Disable for render. There is no need to limit the amount of views per tilemaps there since the update is looped until every tilemap is rendered.
  • Dynamically scale if there is not a lot of lights in the scene. Should increase the details of moving lights.
  • Update the test to cover this new feature.
This limits the number of tilemaps per LOD that can be fed to avoid the easy to hit "Too many shadow updates" (#119757). This allows for a max 64 tilemaps to be updated at once at their lowest requested LOD (so ~10.6667 point lights if every faces of the punctual shadow map is needed, but likely more in practice). Unfortunately this is still quite low and will surely be hit quite soon with directional shadow added to it. One idea to workaround this would be to time slice the update of some lights, but this opens a whole can of worms that I'm not ready to open for now so I created #119890 for future reference. Some notes, most lights seems to request around 3 LODs. It might help to allow requesting at least 2 LODs if we are rendering since volumes might want lower LOD available for volumes. I added a very simplistic heuristic that also lowers the max tilemaps when transforming, animation playback or navigating the 3D view to improve the responsiveness of the engine. Note that this doesn't only lowers the resolution to the minimum requested one. So it should be good enough in most cases. ### TODO - [x] Disable for render. There is no need to limit the amount of views per tilemaps there since the update is looped until every tilemap is rendered. - [x] Dynamically scale if there is not a lot of lights in the scene. Should increase the details of moving lights. - [x] Update the test to cover this new feature.
Clément Foucault added this to the 4.2 LTS milestone 2024-03-25 19:04:11 +01:00
Clément Foucault added the
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Clément Foucault added 4 commits 2024-03-25 19:04:22 +01:00
Clément Foucault added 3 commits 2024-03-26 13:47:50 +01:00
Clément Foucault added 3 commits 2024-03-26 15:36:47 +01:00
Clément Foucault added 1 commit 2024-03-26 15:38:53 +01:00
Clément Foucault added 2 commits 2024-03-26 16:28:50 +01:00
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59c8b7cfb1
Add better heuristic for navigation, transform and playback
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Clément Foucault changed title from EEVEE-Next: Shadow: Implement 1 tilemap LOD update per tilemap to EEVEE-Next: Shadow: Limit view per shadow map projection 2024-03-26 20:30:53 +01:00
Clément Foucault merged commit 2a600b4a83 into main 2024-03-26 20:33:41 +01:00
Clément Foucault deleted branch eevee-next-single-tilemap-update 2024-03-26 20:33:43 +01:00
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Reference: blender/blender#119889
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