What would this enhancement be for?
Rendering
Describe your enhancement suggestion in more detail
To improve dynamic shadow allocation in the atlas, having a way to control the exponent or even disable lights based on distance from the player (including through portals, assuming you treat the portal as a bounding box that you copy an incoming vector through to the other side), using specific milestone values to control the power of the allocation based on baseline.
If done right you could theoretically control this in such a manner that you can get smaller-than-normal allocations that are still power of 2, assuming they stay above a certain size (at which point you set exponent to 0). You could also handle the through-portal allocation as a ray or vector passing through the portal - you'd calculate the relative position of impact on the bbox and copy it over to the other. If both portals are visible, the lower of the two results from distance to the player should win to prevent immediately obvious bugs.
I'll leave the details of implementation up to the devs if y'all take it on. This is just an idea for how to enable more detailed and performant lighting so you don't hit the atlas cap as easily.
What would this enhancement be for?
Rendering
Describe your enhancement suggestion in more detail
To improve dynamic shadow allocation in the atlas, having a way to control the exponent or even disable lights based on distance from the player (including through portals, assuming you treat the portal as a bounding box that you copy an incoming vector through to the other side), using specific milestone values to control the power of the allocation based on baseline.
If done right you could theoretically control this in such a manner that you can get smaller-than-normal allocations that are still power of 2, assuming they stay above a certain size (at which point you set exponent to 0). You could also handle the through-portal allocation as a ray or vector passing through the portal - you'd calculate the relative position of impact on the bbox and copy it over to the other. If both portals are visible, the lower of the two results from distance to the player should win to prevent immediately obvious bugs.
I'll leave the details of implementation up to the devs if y'all take it on. This is just an idea for how to enable more detailed and performant lighting so you don't hit the atlas cap as easily.