Hey team. In terms of the actual implementation, how do these two techniques differ? Is the main difference just that VSM renders all shadow maps into a single atlas?
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VSM is basically the Nanite visbuffer (works on a cluster culling basis) but for a really high resolution shadowmap.
You can learn about visbuffer rendering here: https://youtu.be/Q0yfz8GO9ic?si=X2Ge6Pze0TY_vJDW (it’s not a matter of self promotion, it’s because there aren’t better videos on the topic)
To read more just go to the VSM 5.2 documentation here
https://docs.unrealengine.com/5.2/en-US/virtual-shadow-maps-in-unreal-engine/.
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Highly informative: Virtual Shadow Maps in ‘Fortnite Battle Royale’ Chapter 4 - Unreal Engine
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