Thank you @BananableOffense ,
I get your point and it could work for small objects, yeah, however, in this case, I just added the fans to add a stunning shadowing effect in the scene. Your workaround ideas could work, thank you, but are a little hard to implement. In addition I have noticed some non-desired results with light functions in MegaLights (something like too noise or blurryness). But if it’s the only way… maybe I will try it.
There shouldn’t be anything in MegaLights what makes it slower when you start rotating static meshes.
If those would be meshes with WPO or skinning then you would incur extra BLAS build costs, but 10 simple meshes shouldn’t cost much.
My guess is that this is due to some legacy moveable object interaction tracking per light. Try to disable it with
r.Visibility.LocalLightPrimitiveInteraction 0
. It’s not needed for MegaLights, but we run out of time to handle it properly. Through this cost would also incur with VSM.Otherwise it would be best if you would disable async compute using
r.RDG.AsyncCompute 0
and then profile both cases using insights or something in order to figure out what gets more expensive.
Thank you @Krzysztof.N ,
@BananableOffense , according to @Krzysztof.N 's comments, I shouldn’t need to do that workaround, in this case.
However, @Krzysztof.N 's cvars doesn’t seem to have an effect here.
I’m not sure, but I think the moving fans are having a big performance impact, even if it shouldn’t, according to @Krzysztof.N 's comment.
Please, could you all test my demo scene to confirm it, at least? Or I am missunderstanding something? Hit Play and notice the performance changes every 5 seconds, when fans stop/start:
Moving_Megalights.zip
Google Drive file.
Thank you!