Uses virtualized high-resolution shadow pages for detailed large scenes.
FPS
High
Visual
Very high
VRAM
High
CPU
Low
Latency
None
What it does
Uses virtualized high-resolution shadow pages for detailed large scenes. It can look excellent but may create cache and memory pressure in complex scenes.
Games may also call it: VSM, Virtual Shadows
Decision guide
Lower it when
Lower it when memory use is near the device limit, traversal stutters, or assets stream late.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On shared-memory handhelds, judge this by stutter and texture streaming as well as average FPS.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
It can look excellent but may create cache and memory pressure in complex scenes. This score is an editorial cross-game estimate, not a measured result for every engine.