If this bug is not fixed now, it will never need to be fixed. Because it is a generation of ray tracing soon, and I don’t need to consider performance as a CGer:confused:
Epic is now a mega wealthy company thanks to Fortnite : ) they should be able to hire a whole dedicated department to fix this stuff easily…
LOL that seems like it…
I made PR for my improvements for Closer percentage soft shadows.
that looks ace, but your screenshots don’t seem too show how it impacts the “hard edged shadows” discussed in this thread. does it improve that in any way?
now lets just wait 6 months for the PR to be looked at
It helps but it’s not enough by it self.
Yeah well, it seems unless it either directly affects Fortnite or one of Epics big industry customers, they won’t lift a finger to fix it…
That link gives me a 404 error, the page is missing (and I’m logged in). Did you delete it?
It’s still there. Maybe you haven’t logged in to GitHub?
You don’t have to “big industry customer” to get support through UDN or/and negotate custom deal with Epic.
That being said, it would be quite strange if noboy from studios with premium support didn’t raise this issue. So… it could be just Epic focusing more on new platforms and features than polishing existing codebase
Either that or they have the resources to build a fix themselves (which they won’t share) OR since it’s a very specific issue, it wasn’t a big enough problem for a major studio yet.
I am also certain a big studio would rather build ingame workarounds (like covering all the problematic shading zones with foliage or building new 3d models), as they have the manpower for that, than to prolongate their schedule for an unknown amount of time by hoping Epic would be issuing a fix in the next update / version. Especially since Epic has pretty much ignored this problem so far.
After improving my pcf shadow PR quite a bit I can now say that this solves “hard edged shadows” completely. I added gather optimization also for blocker search which improves quality in hard cases quite a lot. I also updated how dithering is done so its temporally more stable. I also made it so that you can compare old and new method easily with console command.
Hey, thanks a lot for the contributions. I was wondering - this 5152 PR contains all the fixes that were talked about in this thread, yes?
Everything related to pcf shadows.
I don’t know why, but for me on 4.15 this commit ( https://github.com//UnrealEn…b971aeaa31898e) changed the situation before my updating to 4.20.3. Now it crashes the engine, and ( ) is not working, as like as 5099 and others.(((
There was bug that projection depth bias was applied twice with float3 variant of CalculateOcclusion.
https://github.com/EpicGames/UnrealEngine/pull/5184
Optimization to save 36 ALU from subsurface shadow by using exp2(1.442695*x) instead of exp(x)
https://github.com/EpicGames/UnrealEngine/pull/5185
Optimization to save 36 ALU from shadow comparison by rearranging math to MAD friendly format.
Shouldnt this bug could be fixed just by scaling the bias accordingly the cascade resolution? I think the problem is that all cascades uses the same bias, despite using different pixel “sizes” in world.
Bias is scaled based on resolution. This problem actually shows better with high resolution than low.
So this is it how its called, time to make a request then right? Im pretty sure its already a feature of unity since day one, why is not in unreal?
PD: slope-scaled depth bias its the same as the normal offset bias?
They are not the same. The earlier one pushes the surface away from the light and does not greatly affect shadow shape while the latter pushes the surface inwards along the vertex normal and reduces shadow area, but requires lower values to deal with self-shadowing issues.
It is not in the engine most likely to due to the fact that there simply was no demand for it, until shadow filter kernel grew to immense sizes, but that is only my speculation.