I have enabled all the features i should have and got it all working correctly, although the ray traced shadows are enabled, they are very low resolution/quality. As seen in my picture below.
Can you post a screen shot of your Mesh Distance Fields (Viewport > Visualize > Mesh Distance Fields).
This is the best way to troubleshoot mesh distance fields and see where the issue may be happening. Also, if you have not already, turning the cascaded dynamic shadow distance to 0 in your movable light source will allow us to only see the RTDFS.
"The top image looks like a bug. I’ll see if I can reproduce that with a simple cube.
Distance field shadows do a have a problem with large objects - a volume texture is mapped to the object, and volume textures don’t scale up well to large sizes. There’s an internal clamp of 128^3 on the volume texture resolution for any given mesh to keep memory reasonable. To use the method you usually have to use more modular building than one mesh per building. The distance field scene representation relies on modular reuse to get enough distance field resolution to be usable."
Side note- how do i get rid of that
weird anti-aliasing effect around the
edges of shadows.
Do you mean the softness as it gets further away? That’s part of the feature, but you can disable it with a smaller LightSourceAngle.
“If you mean the jaggies that appear when the shadow is very sharp, that’s because it is computed at half resolution for good performance. There’s an option in the latest code to not downsample, but it is 3x slower.”