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Clarify performance impact of area lights in 3D lights and shadows#12032

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Calinou:lights-and-shadows-area-lights-performance
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Clarify performance impact of area lights in 3D lights and shadows#12032
Calinou wants to merge 1 commit into
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Calinou:lights-and-shadows-area-lights-performance

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@Calinou Calinou commented Jun 2, 2026

There is a significant cost as soon as at least one AreaLight3D node is visible in the view frustum, due to certain shader features only being enabled in this case.

@Calinou Calinou requested review from a team as code owners June 2, 2026 22:40
@Calinou Calinou added enhancement topic:rendering area:manual Issues and PRs related to the Manual/Tutorials section of the documentation topic:3d labels Jun 2, 2026
Comment thread tutorials/3d/lights_and_shadows.rst Outdated
.. warning::

This type of light is expensive to render in real-time, so it should be used
sparingly, especially when shadows are enabled. As soon as one area light is
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I would change this a bit. The being in the view frustum thing is only applicable to the Forward+ renderer. For the others, only meshes that intersect with the light pay the cost. So it is a lot cheaper.

So I would say:

  1. It is very expensive, use sparingly
  2. It's especially bad with the Forward+ renderer since all objects pay the cost of one is in the view frustum.

@Calinou Calinou force-pushed the lights-and-shadows-area-lights-performance branch from 2d60ed6 to f982458 Compare June 4, 2026 01:11
There is a significant cost as soon as at least one AreaLight3D node
is visible in the view frustum, due to certain shader features only
being enabled in this case.
@Calinou Calinou force-pushed the lights-and-shadows-area-lights-performance branch from f982458 to af2cdf0 Compare June 4, 2026 01:11
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