>>107648764
>have you experimented with using different shadow/depth bit-depths? (16, 24, 32...) Maybe based on the light's radius?
My shadow map texture buffers are set to DXGI_FORMAT_R24G8_TYPELESS so they use 24 bit depth maps and 8 bit stencils (though I'm not using the stencils) but I do initialize the projection matrix to have a max depth of the radius of the light in order to prevent wasted precision at larger distances.
How would I do different levels of precision? Looking at DXGI constants there's
DXGI_FORMAT_D32_FLOAT
DXGI_FORMAT_D24_UNORM_S8_UINT
DXGI_FORMAT_R24_UNORM_X8_TYPELESS
DXGI_FORMAT_D16_UNORM
so those would handle 16 24 and 32 bit. I suppose if I'm not using the stencil int I should just be using 32 bit depth maps? or 16 bit just to save space maybe