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WebGPURenderer: Shadows Performances Issues #30065
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I'm curious why it's testing |
@Samsy We are aware of these issues but would appreciate more patience, especially at the turn of the year which is a typical holiday period. Besides, there are a lot of other ongoing tasks so we can't solve everything at the same time. |
@Samsy Your issue is similar but not the same, there is something different in that the material is being generated again, perhaps you can share a fiddle that reproduces this stack? |
hey @sunag I'll build a fiddle to reproduce this stack But it is basically : 1 ) Rendering a mirror / with shadow enabled |
Description
Regarding the recent work on
customCacheKey
,lights
, andshadows
, is there a way to preventrenderShadow
from callingrenderObject.needsUpdate
on every frame for every object?In a moderately sized application, this check significantly impacts performance, causing a solid 30% drop (roughly 30–40 FPS). The check seems redundant, as we override the materials for the entire scene anyway.
If needed, this issue can likely be reproduced by enabling shadows in the
webgpu_performance
example.Here’s a before/after comparison showing the impact of bypassing the cacheKey check for shadows:
With this hardcoded condition as a POC:
The scene renders correctly as I believe the cacheKey check isn't needed anyway for shadows.
/cc @sunag @Mugen87.
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