Our Movable Directional Light (Dynamic Sunlight) recently went from 6-7ms to 17-18ms to render.
Looking at the GPU Capture there seems to be 3 ShadowDepthsFromOpaque - WholeScene Split passes happening for the light, where previously there was only 1.
My question is: What would cause the lights ShadowDepthsFromScene to be split from 1 into 3 passes too much geometry in the scene? Actor Count? too much instanced static mesh foliage?
Our level is using WorldComposition and a single Movable Directional Light for Sunlight.
See the attached GPC capture.
thanks
AJ
Uppercut Games