Find the shadow budget.
Shadow quality is a scene-level tradeoff: map resolution, filter cost, caster count, and update policy all change the work the renderer owns. This lab turns those choices into a repeatable local measurement.
Preparing the native shadow filter and renderer counters.
- filter
- -
- map
- -
- box casters
- -
- updates
- -
- target
- -
- compile
- -
- first submit
- -
- draw calls
- -
Structural changes reload the renderer so map and filter ownership stay explicit.
- sample frames
- -
- submit avg
- -
- submit p95
- -
- triangles
- -
- textures
- -
- render targets
- -
- memory total
- -
- shadow pass
- -
Run the fixed sample after the first shadow map is ready. Values are local renderer counters and CPU submission measurements.
A larger map spreads the same shadow camera coverage across more texels; more casters increase shadow-pass work; VSM adds blur targets; and a static LightShadow can avoid repeating that pass when the scene is truly static.
The frame metric is CPU-side render submission time, not a universal GPU time. Compare configurations on the same browser session; press R to reset.
Inspect the shadow map next ->