# Improving Virtual Shadow Map Distance/Quality

**URL:** <https://forums.unrealengine.com/t/improving-virtual-shadow-map-distance-quality/625163>\
**Category:** Rendering\
**Tags:** unreal-engine, UE5-0, Lighting, Rendering, question\
**Created:** [August 10, 2022, 2:19am UTC](https://forums.unrealengine.com/t/improving-virtual-shadow-map-distance-quality/625163 "2022-08-10T02:19:16Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [August 10, 2022, 3:34am UTC](https://forums.unrealengine.com/t/improving-virtual-shadow-map-distance-quality/625163/2 "2022-08-10T03:34:27Z")

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Hey @Apgar426! So this question get’s asked a bunch, and I’ve got just the thread for you.

> [@Shadows disappear with increased camera distance](https://forums.unrealengine.com/t/shadows-disappear-with-increased-camera-distance/4690):
>
> I was playing with a pseudo-isometric camera style (low camera Field of View) with a larger camera distance to give it a 2.5D feeling but still maintain some perspective. Anyhow, I’m not sure if this is a bug or if I need to change the way my lighting is being handled in the scene. When the camera distance (being driven by the SpringArm in the Blueprint) exceeds about 6500+ units all of the cast shadows seem to completely disappear or are not being rendered or registered. However, by just lower…

Take a look at the top post there, the poster actually compiles a ton of useful console commands as well as other scalability settings and documentation to do just this! Just be wary about the performance hits you could take if you have tons of geometry and everything is rendering shadows from large distances. Hope this helps!

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