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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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Uses compute shaders, which only once, on demand, and all in parallel.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
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