With memrepor I found that we have shadow depth of enormous size:
16.000MB 2048x2048 1mip(s) ShadowDepthZ (ShadowDepth)
How it can be limited?
With memrepor I found that we have shadow depth of enormous size:
16.000MB 2048x2048 1mip(s) ShadowDepthZ (ShadowDepth)
How it can be limited?
Hi Vladamir, the resolution of the shadowmap is driven by the cvar r.Shadow.MaxResolution, which is applied based on your scalability settings. Take a look a basescalability.ini. These are the settings for shadow quality 3, which is the highest setting:
[ShadowQuality@3]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.ForceSingleSampleShadowingFromStationary=0
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=2048
If you reduce the shadow quality to 2 or 1, you’ll get a resolution of 1024x1024, which is probably more reasonable on mobile.
Of course you can modify the values in baseScalability.ini if you want to, you can provide your own game-specific DefaultScalability.ini file which overrides any of the settings you want.
Great, thank you!