i know. don’t take my words personally. it’s just regular netiquette, it’s usually expected that someone does a minimum of homework before posting a question, and adds enough context to it. it usually is necessary to solve an issue, otherwise just to be respectful of others’ time.
it’s not personal, i’m just trying to help you. if someone knows exactly the answer, but i thought it’d be kind to try to help you in the meanwhile, while boosting visibility of your post. so your message made me feel like you didn’t wanted my help, which makes me sad.
i have. but i haven’t had those issues. that’s why i needed more context to help you.
yes that’s a reasonable assumption. in my case, i’ve been following the development of ue5.6 and i haven’t noticed that issue in my projects nor in the people’s feedback. not saying it’s not there, but i haven’t encountered it. and people were very vocal about every detail.
- have you checked here to see if someone reported it already? https://forums.unrealengine.com/t/unreal-engine-5-6-released/
- have you checked the release notes by tina?, it has a few known issues.
- there’s also the bug tracker https://issues.unrealengine.com/
if someone had the same problem, then it’s more than likely you’ll find it on any of those .
- have you tried using the vsm visualization mode and other debug tools to figure out what is the difference?
- have you tried enabling the “console vars” plugin and panel to watch which variables are changing when you enable and disable nanite?
- have you tried other shadow methods? like cascaded shadows?
- have you tried other antialiasing methods?
- have you made sure it’s not an issue with the performance settings ? (the quality levels)
virtual shadow maps were made to work/improve with nanite afaik. nanite on vsm is much more performant than regular objects+vsm (afaik), so no wonder the quality degrades. iirc there are some cvars to adjust vsm quality. that might help.
it’s possible a previous setting is affecting. unfortunately i don’t know which, i would have to inspect your project and i don’t think i know enough about vsm settings. but i do encourage you to isolate the settings, and play with them to see them. there’s the “abtest” command which can be helpful.
that’s why i asked if it happens with a sample project. you said you tested with the demo top down so i assume that’s a project from epic. so maybe it’s how the shadows work on 5.6, so yes, maybe a 5.6 issue.
by the way i work i could either just conclude that it’s a 5.6 issue, in which case the course of action would be to submit a bug, and rollback to 5.5. or try to find a way to make it work the way you want. i’m inclined towards the latter. that’s what my posts are trying to help with.
tangential but on that note. on a top-down iso maybe even 3d meshes are too much. “Hades” bakes the meshes to videos, the shadows are baked too. though it’s a ton of extra work. There’s a great talk from them, it’s also unrelated to this, but i recommend it, since it might inspire you, and it’s also very good.
Ue has a tool to make a spritesheet from a 3d mesh.
in theory it might, but there’s only one way to know. test it. if it has a noticeably meaningful overhead, then it does, otherway it has no noticeably meaningful overhead.