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Sadly, the dynamic sky leads to heavy frame drops as it needs around 12 ms at the lowest settings for me and it seems that you cannot put it in a separate thread. But With 4.0 it should be solved :) https://github.com/godotengine/godot/issues/19030
Hehe yeah. Just yesterday I found a trick in https://github.com/danilw/godot-utils-and-other where I do not need to regenerate secondary environment maps every few frames (radiance/irradiance...) and I think I should be able to interpolate a lot of stuff. This does not solve the issue with the 12ms delay, but it just occurs every ten seconds or so. I hope in 4.0 there are possibilities to calculate all maps in a worker thread on the side and when it is done to simply push it to the environment lighting. I need to see what the possibilities currently are on 4.0.