Add Graphics::SpreadWorkload to disable graphics workloads amortization over several frames when debugging graphics perf
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@@ -402,7 +402,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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bool cascadeSkipUpdate[4];
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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{
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cascadeSkipUpdate[cascadeIndex] = !clear && (ddgiData.LastFrameUsed % cascadeFrequencies[cascadeIndex]) != 0;
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cascadeSkipUpdate[cascadeIndex] = !clear && (ddgiData.LastFrameUsed % cascadeFrequencies[cascadeIndex]) != 0 && GPU_SPREAD_WORKLOAD;
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}
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// Compute scrolling (probes are placed around camera but are scrolling to increase stability during movement)
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