OK, thanks for checking that. Our current thinking is when the FOV changes the rendering goes down the dynamic path which applies the radius based culling to maintain performance. This works out very similarly for VSM (except that FOV changes don’t invalidate clipmaps). Generally, it makes sense since if the light is not cacehable we want the more aggressive culling (if not you can turn down the radius threshold). It might be possible to differentiate the cases further, but must be done with care to not make the already complex logic worse & to not regress the more common uncached use case.
If there’s a repro case where we can see that ISMs and SMs are being treated differently we can pursue fixing that also, but haven’t found that to be the case yet.
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