I am using version 0.46.0 on Linux. My shadow settings are as follows:
Code: Select all
[Shadows]
actor shadows = false
enable shadows = true
object shadows = true
terrain shadows = true
shadow fade start = 0.7
maximum shadow map distance = 5000
Code: Select all
[Shadows]
actor shadows = false
enable shadows = true
object shadows = true
terrain shadows = true
shadow fade start = 0.7
maximum shadow map distance = 5000
That might be the case, but I don't see how it would explain the behavior I am seeing, where the shadow edge resolution changes drastically depending on the camera orientation. I will take a couple of screenshots to show you what I mean.
It is a drawback of used shadowing approach (and it can be seen in many other games as well), and there is not much we can do here.
Yeah. I'm trying to add them as attachments, but they don't seem to be uploading properly, for some reason ...
Ok, so the camera orientations with lower shadow resolution should coincide with more drawables, if I check the profiler? I will try a higher resolution and see if it helps.AnyOldName3 wrote: ↑16 Apr 2020, 01:29 If your 1024x1024 shadow map was spread over the whole of Vvardenfell, each texel would be several metres across, and shadows would look absolutely awful. Instead, it's focused so it just includes what's currently visible. That means that if your camera is pointed such that more things are in the viewing frustum (even if they're behind other things), your shadow maps will be stretched over more area, and the texels will end up bigger.