This is a scene with a lot of overlapping lights
Ok, that makes sense. If your cutscene has lots of overlapping lights, then you will need to be mindful of how many of these lights will cast shadows, because there is a direct pixel-to-lights cost associated with the VSM projection pass, even if you have one-pass projection turned on.
For starters, consider tightening the attenuation radius of your light sources, utilizing light channels, and carefully evaluating the placement of each light to ensure optimal coverage without compromising shadow performance. If you have shadows on small/fill lights, consider turning shadowing off entirely or fading them out via our existing shadow fade logic when the coverage of those lights becomes too low to be meaningful. The show flags that I pointed out in my earlier message should help you identify overlaps of light sources, which can reduce the per-pixel cost of the projection pass.
Next, adjust the per-light resolution LOD bias and clipmap settings (for directional lights) to control the VSM page footprint and sampling cost. Larger biases reduce resolution, so tune your r.Shadow.Virtual.* CVars for higher resolution biases to keep VSM page counts reasonable.
Check that you have r.Shadow.Virtual.OnePassProjection.SkipScreenShadowMask is enabled, so the renderer doesn’t also build per-light screen shadow masks. One-pass projection is designed to replace those passes for local lights, but it’s good to double-check that you are not doing extra work.
The problem with clustered deferred is that it causes visual differences in the form of light leaking through objects.
I would like to point out that the clustered deferred shading pass is likely to be removed in the future, as we do not actively maintain it at the moment. The one-pass projection pass also works without the clustered deferred shading pass, so you should give OPP a try with the deprecated shading pass.
Those are some initial pointers I can give you to get started, but if you need more details, please don’t hesitate to let me know.
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