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@JMS55 JMS55 commented Nov 7, 2025

  • Make the world cache transition LODs faster. On big scenes like bistro, we had way too many small cells before.
  • Limit world cache GI rays to 4m, we save a ton of time and improve stability by not sampling super far away cells.
  • Switch world cache active cell update workgroup size from 1024 -> 64. Using large workgroup sizes for RT work kills occupancy.

World cache sample_radiance time goes from 1.42ms to 0.09ms.

@JMS55 JMS55 added A-Rendering Drawing game state to the screen C-Refinement Improves output quality, without fixing a clear bug or adding new functionality. labels Nov 7, 2025
@JMS55 JMS55 added this to the 0.18 milestone Nov 7, 2025
@JMS55 JMS55 requested review from SparkyPotato and atlv24 November 7, 2025 17:14
@JMS55 JMS55 added the S-Needs-Review Needs reviewer attention (from anyone!) to move forward label Nov 7, 2025
@JMS55 JMS55 added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Nov 8, 2025
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I can attest from experience that 1024 is indeed far too large a work group size for raytracing workloads. Although the optimal is also hardware dependent, 64 is a reasonable default

@alice-i-cecile alice-i-cecile added this pull request to the merge queue Nov 21, 2025
Merged via the queue into bevyengine:main with commit 2eec49d Nov 21, 2025
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A-Rendering Drawing game state to the screen C-Refinement Improves output quality, without fixing a clear bug or adding new functionality. S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it

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5 participants