Well, they certainly seem to be nested, here’s the worst case scenario of wasted shadowmap / distribution, when the light is directly shining down 90 degrees, looking at the horizon and then using the freeze camera command and show frustums along with visualising the whole scene shadowmap, it has a lot of overlap considering it should be spreading them out further.
Those cascade distributions are
totally correct, 90 fov and they are all nested inside (that is froze from when I looked at the horizon while the dir light is 90 degrees pointing down) and it’s wasting so much shadowmap space by nesting them like that, they should barely overlap just so the transition area is covered.
Wasteful, so I hope it’ll be fixed, pretty please
Changing the maximum distance doesn’t change the distribution either, it just scales the closest cascade up.
It’s pretty bad when you really dig into it, because it doesn’t work how it should at all… Why at 20K units are cascades being clamped? The distribution exponent doesn’t work how it should, at least, I would think that it should affect the cascade distribution in the range, not relative to distance from the camera like it seems to at the moment. When the distance is below the magic number which is around 5000, where the blue cascade stops growing past that distance, the whole distribution is broken.
Those orthographic boxes shouldn’t be nested like they are right now, Crytek said about wasting texel space to afford cached CSM, but this method right now is wasting the most.
was froze with 36 fov, it looks like it’s actually working in that photo how it’s meant to, so basically, someone did something wrong because there’s no reason it shouldn’t spread them further like that at 90 fov, no reason at all really…