synchronousRadiancePrefilter property
Builds radiance in one submission instead of pacing it across frames.
New environments normally seed their radiance and then refine it a
roughness band per frame, because submitting the whole prefilter at once
hands the driver more GPU work than a display pipeline can absorb inside
a frame (see prefilterEquirectRadianceProgressive). The cost is that an
environment is an approximation for its first few frames.
Turn this on where the next frame has to show the converged environment and a stall does not matter: an offline bake, a golden or smoke capture, a still being rendered for export. Affects only environments built afterwards.
Implementation
static bool synchronousRadiancePrefilter = false;