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FPS demo visual bug


Dreikblack
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The particles need a material setting or a new shader family. The problem is the PBR shader does a 3x3 shadow sample area, but when you have 50 overlapping layers of transparency the number of samples gets very high, thus the slowdown. Shadows on particles are not very distinct, so that could be reduced to a single sample, resulting in much faster performance for particles.

My job is to make tools you love, with the features you want, and performance you can't live without.

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