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(+1)

PS: Thats how I plan to get GI, I'll just have all the rays check if they hit a voxel and if so add it to a buffer of hit voxels, then just have yet another compute shader shade all hit voxels, the result of which will be per-voxel GI. (not complete GI just area wide not full world GI)

That sounds like a good optimization technique!