Hello,
I’m getting shadow artifacts with Virtual Shadow Maps on UE 5.8 - 5.xx when using a Nanite-tessellated landscape with runtime deformation (footprints via displacement through Nanite tessellation (ex: Sand of Snow). Shadows around the deformed areas look blocky and low-detail, and importantly this persists even when the cache is updating correctly — with Shadow Cache Invalidation Behavior set to Always the pages clearly refresh, but the shadowing of the footprints still shows a noticeable loss of detail compared to what traditional (non-virtual) shadow maps produce on the same deformed geometry, as if the pages are being rendered at too coarse a resolution/mip for fine surface detail. I’ve tried lowering r.Shadow.Virtual.ResolutionLodBiasDirectional and tweaking SMRT ray/sample settings, but nothing brings VSM up to the quality level of legacy shadow maps — so I’m wondering whether there’s a way to force higher-resolution VSM pages in a region around the player and whether this detail loss on small-scale Nanite displacement is a known VSM limitation.
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