I've included some quick profiling in the v.1.9.0 video but here is a more realistic approach (without the GPU profiling overhead): Performance got increased by a huge marge! I was doing something funny with the number of samplers when the camera was close to a surface where the algorithm will generate 600+ samplers per pixel, overkill! This explain the strange slowdowns people had when looking down. Thanks to @larsbertram1 that brought back the long forgotten issue. Also the same view dependency I had in my algorithm produced stretched raysteps, it was a tad ugly and unpredictable. No more of that either!