Using DX11 seems to solve the problem almost completely.
I’m considering to move to Dx12, but my problem with it is that it’s slower than dx9, especially when rendering skeletalmeshes. In my 100 bots test, dx9 gives 130 fps, and dx11 40 fps… but in the game the difference seems lower, with the skeletalmeshes more disperse, I think.
I’ve found shadows in UDK’s DX11 to look slightly worse (a bit more jagged edges) compared to DX9 but maybe it was just pointlights and not directional lights.
the performance difference seems not worth it though
CobaltUDK: "Using DX11 seems to solve the problem almost completely"
Hi Cobalt,
I was having this issue too in .13 but have just updated my engine to .18 and it’s NEARLY completely removed these intense artifacts for me.
I know there were some lighting improvments in the new update engine but I didn’t realise they made changes to this side of thing- the movable lights and hiw they cast shadows etc…
When I get a chance I’ll post some screenshots of before in .13 and after in .18 so you can see the difference. They are still there but much much less visible which is great.
As I’m doing my polys just with shaders though and no textures at all the problem was really apparent.
Anyway, I’ll continue testing the scene and let you know the results here- I hope I didn’t celebrate too early on this…!
Btw, are you using completely dynamic/movabke lights yes, for real time of day? If so, could you post your settings for the Skylight and the main Directional Light so I can compare what we have?
Ah sorry…! Just realised this is for UE3 whereas I’m using UE4…! Not sure if my post is still relvant though…!
I just came across this post, I had the same question. The way I solved the problem was to reduce “Dynamic Shadow Distance MoveableLight” under Cascaded Shadow Maps - I have set my directional light to movable.