Hello Cycles devs,
I recently noticed that “Sample all Direct” in branched path tracing seems not to work with volumetrics, neither homogeneous nor heterogeneous.
In scenes with 0 volume bounces contributions from lights sources visible by shadow rays are the norm so sampling several light sources at once is attractive.
Here is an (extreme) example scene, try rendering with CPU and GPU: https://www.dropbox.com/s/8qrjcn25db3bvqs/branched_path_tracing_example_01.blend?dl=1
Left: GPU Right: CPU
Has this simply not been implemented yet on GPU or are there technical reasons it’s not supported?