The water reflection keeps the main camera's frustum planes, and ac_visible tested the actor itself
against them: the town's people, far above the lake with their images far below the frame, all drew
again. The image (2L - y) is what is tested now - town, 69 skinned reflection draws -> 38, the frame
byte-identical; PC camp reflection scene CPU 793 -> about 760 us. R3D_PROF splits the reflection's
CPU into setup, terrain, scene and sky.
Tried and not kept, with the numbers (PC, camp, Vulkan GPU timestamps):
- the ground's cost is its scanned material taps: without them the terrain pass is 555 us of 1568,
without the photograph 1029; the sun, the noise fields and the grain are 20-100 us each. Moving the
cheap tier in from 200 m to 60 m changes nothing, so it is the far tier's single taps over the
mountains. Skipping the normal-map taps past 900 m (where the detail normal is fully faded) saved
22 us and moved a few pixels - reverted.
- grass: cutting its radius to 300 m barely moves it, so the cost is the near blades' pixels; moving
their three noise fields to the vertices changed nothing (747 us) - reverted.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>