Hello, I am running into a situation that I haven't seen anyone else experience in implementing Light Propagation Volumes. I have an RSM of let's say 512x512. That's 262144 VPLs. If I would downsample this to 128x128, there's still 16384 left.
When trying to inject this in my volume texture (using Compute Shaders and UAVs) I, logically, get flickering lights due to race conditions. How can I avoid this problem?
I have seen approaches using Vertex Shader/Geom Shader/Pixel Shader combinations, but I don't understand how that would prevent it.