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[=;588348]
is this it, or are there more improvements planned?
this doesn’t really help much with the issue of tessellation having a very high base cost (even if tessellation multiplier is 0 and there’s effectively zero tessellation going on)
also as someone mentioned, this can be a feature regression. is this optional or forced? otherwise you cannot use tessellation to “re-subdivide” landscapes where LOD is too strong (but only want to subdivide selectively)
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Really glad to see draw material to render target feature, and shadow map caching. Disappointed that landscape tessellation issue was left unaddressed.
Hey so I’ve got a question regarding Cached Shadowmaps. From ehat I understand you can only get cached shadows from point and spotlights. Is there a reason why you can’t do so for sky and directional lights? Also the lights require to be set to dynamic in order for cached shadowmaps to work. Might it not be an idea to have all lights set to static and only have specified objects cast cached dynamic shadows instead?
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SceneComponent AttachChildren, AttachParent, AttachSocketName are now private. Use GetAttachChildren/Parent/SocketName, AttachTo, or SetupAttachment as appropriate.
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I hope some day you will stop messing with attach functions.
[=;588218]
indeed!
also this overlap makes every mesh get rendered in each of the cascades, increasing drawcalls and unneeded depth/polygon rendering/processing!
this causes a noticeable performance drop in scenes with a lot of foliage
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Any official statement regarding this issue? It’s quite a big deal both in terms of quality / performance… Showing the global shadowmap you can see just how much waste there is. Also, a nice side effect of the other method of CSM is that wherever your view is, the shadows will be perfect around it, like if you’re on top of a building or something, your shadow will be perfect on the ground around your view even if it’s 1000m below (if it’s like a third person game or something) where as right now the cascade selection is based on distance and even if your shadow exists in the higher res ones, the lower one is sampled at a distance… I always thought it looks worse to have cascades which are more “localised” instead of making use of the full orthographic view distance.
[=;588595]
Hey so I’ve got a question regarding Cached Shadowmaps. From ehat I understand you can only get cached shadows from point and spotlights. Is there a reason why you can’t do so for sky and directional lights? Also the lights require to be set to dynamic in order for cached shadowmaps to work. Might it not be an idea to have all lights set to static and only have specified objects cast cached dynamic shadows instead?
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For directional lights you can do it, but it still requires updating on a frame-time basis because of the view dependent aspect. Cryengine has this optimisation, where it will only update far away shadow cascades at half the fps of the regular updates. It’d be nice to have that support on far cascades at least (unless it’s already part of those? I don’t know as I’ve not played with them) and really handy for things like point and spotlight optimisations, it’d be nice to have an update interval which can be set per-light. Scalability options for these things would be nice too, there’s a new fade out setting which is nice, but it needs to have fading of shadows and the actual light as separate settings because a lot of times you only want to fade the shadows out (or fall back to static shadowmap, this would be a really good feature to have for open world games - games like GTA use the prior optimisation, sadly they haven’t bothered to add a fallback to a static shadow.)
For skylight, I think that with dynamic DFAO shadows it’s not possible as they’re view reliant, but maybe there could be some more optimisations there too. It’d be really nice if regular lights could have direct lighting using shadowmaps, and indirect using DFSS. I think the general graduation is going towards further refining the new capsule shadow indirect lighting to support DFSS in indirect.
Major problem!!! 4.13 absolutely destroyed one of my rooms in my level… it was originally a room created by grouping or attaching other rooms and then duplicating and mirroring them to the other side of the building… Was fine in 4.12… on convert to 4.13… well look at the screenshots… 1st is correct screenshot… 2nd is what 4.13 did to my mirrored rooms.