nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqxlm22dggfnnfutmhlm5psyyfc6rvneyjmpaswnumqytfgm639j8qg0v4j3 (nprofile…v4j3) Honestly this seems like a bug in the transitions from the baked/cached distant shadows (are they just using CSMs until the nearby geometry is in a local BVH and then swaps to RT reflections? I have not followed FH6 dev super closely to know their tech claims) to the real-time RT ones and something that can be fixed in patches.
The only thing I can think of that TAAU does is mean that you actually have the perf budget for more complex tech? Without it, would be the same just at 15fps?