Count the shadow views.
A directional light renders one view, a point light renders six cube faces, and CSM renders one directional view per cascade. Hold the scene constant and measure how topology changes the renderer's work.
Preparing the selected shadow topology.
- topology
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- backend
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- shadow views
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- shadow maps
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- resolution
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- updates
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- compile
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- first submit
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- draw calls
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Structural controls reload the renderer so light topology stays explicit.
- sample frames
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- submit avg
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- submit p95
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- triangles
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- textures
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- render targets
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- memory total
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- shadow pass
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Run the fixed sample after the selected shadow views are ready. Values are local renderer counters and CPU submission measurements.
Map resolution changes texel density; point lights multiply shadow views by six; and cascades trade extra shadow renders for near/far coverage. Static scenes can cache those views with LightShadow.
The frame metric is CPU-side render submission time, not a universal GPU time. Compare topologies in the same browser session; press R to reset.
Study CSM node ownership next ->