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* DF lighting GBuffer dependencies packed into 2 textures (saves .1ms) * Reverted CULL_OBJECTS_TO_RECORD as performance savings are inconsistent * Added low quality gap fill pass that just does a bilateral filter (saves .4ms) * Enabled interpolation depth testing (saves .2ms) * Disabled the temporal stability filter (saves .2ms) * Overall empty scene cost on PS4 3.77ms -> 2.83ms [CL 2501856 by Daniel Wright in Main branch]