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    omg.. so, isn't solved yet??

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      Originally posted by littl3_4ngel View Post
      omg.. so, isn't solved yet??
      No and don't get your hopes up that it will be fixed anytime soon.

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        I have heard that this bug will never be fixed. After completing the render graph, they will switch to PCSS.

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          Originally posted by IOchair View Post
          I have heard that this bug will never be fixed. After completing the render graph, they will switch to PCSS.
          Do you have any source for that?

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            I would love the source for that as well, especially if it mentions a timeframe.

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              Sorry, there is no source. I heard from a company employee who can seek business technical support from Unreal.

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                Originally posted by IOchair View Post
                Sorry, there is no source. I heard from a company employee who can seek business technical support from Unreal.
                Okay so basically a hoax. Got it.

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                  PCSS is mentioned at Roadmap as future releases, no ETA. https://trello.com/b/TTAVI7Ny/ue4-roadmap
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                    well PCSS would mean replacing broken with expensive. when you're developing for something like the Switch or any other current-gen console, "broken vs expensive" isn't really a choice
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                      Ok, I was wrong.
                      I just saw the shadow slope bias in dev-rendering

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                        Originally posted by IOchair View Post
                        Ok, I was wrong.
                        I just saw the shadow slope bias in dev-rendering
                        Can you share link for this change?

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                          Originally posted by Kalle_H View Post

                          Can you share link for this change?
                          https://github.com/EpicGames/UnrealE...8e79a5cc281d83

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                            Originally posted by Chosker View Post
                            well PCSS would mean replacing broken with expensive. when you're developing for something like the Switch or any other current-gen console, "broken vs expensive" isn't really a choice
                            Pretty much this. Even not developing for switch, is it that bad wanting to achieve the best performance possible?
                            Originally posted by IOchair View Post
                            Ok, I was wrong.
                            I just saw the shadow slope bias in dev-rendering
                            slope depth bias its the ideal way to solve the problem. Can this behaviour be implemented in the main branch? Can it be moved to a plugin? Are those files the only ones needed to implement the slope bias?


                            Originally posted by NilsonLima View Post

                            I think they will use denoise code on top, but won't use ray tracing at all.
                            Denoise usually means way more expensive than the traditional solution.



                            Originally posted by Skylonxe View Post
                            I belive it may be because of "Lightmass 2.0".

                            https://forums.unrealengine.com/deve...ngines-unigine
                            Wow, the voxel solution in the video is beautiful. That thread was a year ago, and no news on this topic (T_T)






                            And by the way, shadow proxyes or shadows with lower LODs will be helpful on improving performance for sure.
                            Last edited by II_ADN_II; 05-02-2019, 07:29 PM.
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                              Anyone tested the slope bias yet?

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                                Originally posted by Zeblote View Post
                                Anyone tested the slope bias yet?
                                slope bias option?? where??? in the 4.22????????????

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