Hi, as you can see I have weird shadows with my day and night cycle. I use FXAA, 4 shadow cascades over 1000m. I tried reducing to 100m but that didn’t solve it. I tried all distribution exponent values but they cannot fix this problem. Any ideas?
it’s a dynamic day light cycle. the light aka the projection matrix is always moving and recomputing. the wobble is normal in that case. it’s literally shadow pixels switching. you can raise the resolution to get finer grain. “csm max resolution” something in the console. be aware that increasing thagt will increase the core video memory footprint.
(i’m not sure if shadow dithering could solve that. it’s a whole different thing.)
Thanks for the quick answer. I will check this in a new project in UE5.2 and UE4.27 when I am home from work. I have never seen this problem before so I was puzzled at first when I saw that.
So I hooked up the calculation to a blank ue4.27 project and there is no wobbly movement in the shadows.
And again in a UE5 project, no problems:
I tried every setting, its also not the shadow resolution. any other ideas?
there’s no solution for that. you can only really increase the resolution.
and well… i see those known artefacts in your 4.27 and the 5.x video. pixels popping in and a whole row of pixels disappearing. that’s just how shadow mapping works.
this is what it looks with a csm size of 256. i can’t disable the texture filter, but… try to show you shadow map pixels and the projection. you get the idea why it’s doing what it’s doing?
the higher the resolution the less visible the steps and popping. and… you can go beyond the default (which is 2048). 4k? 8k? try it and see if you can work with the video memory increase. that’s the only way. or you go vsm. which has other things you gotta keep in mind or work on. and it’s as memory hungry as a higher cascade resolution.