Hi, I’m responsible for the particular issue in those above tests, so you can direct your lynch mobs at me
It’s a tricky thing that mostly only shows up under those circumstances (sharp shadows in refractions or reflections). Like Brecht said, it’s a tradeoff - the changes that made it that way are due to internal code changes to reduce the reliance on Full OSA as a method for smoothing edges of sharp shadows.
Prior to this, Full OSA was enabled for every material, as long as raytracing was switched on. So in a scene, where you were only using raytracing for one material (like a character’s eyes) and shadow maps for everything else, every material would still be over-sampled. So rather than shading just once, all complex procedural textures, SSS, translucency, z transparency would be sampled multiple times, equal to the OSA value (5 times, 8 times, etc), just in the off chance it might end up having a raytraced shadow fall upon it, regardless of whether that was possible or not, which was quite wasteful. This old behaviour also made it much less efficient to do adaptive sampling, which brings a large performance increase when rendering normal solid objects with raytraced shadows (sharp or soft).
Anyway, the changes to the code did bring up this performance regression under this circumstance. I’ve just committed a little tweak that fixes it in this particular case, without hopefully any major quality loss either.
As brecht said, the entire shading system (especially regarding ray tracing) really needs a huge makeover, it’s a lot of ancient hacks and fixes piled on top of each other, and things can be done much better. I’d personally much rather work on that than spend too much time on patching the current one, but oh well
PS. Gwenouille - that scene is a nasty test case, it’s pretty much a worst-case scenario for the octree. You can speed up the rendering of that scene by about 10x by increasing the octree size to 512 or scaling down the floor plane. The new BVH should be much less susceptible to these kinds of problems.