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  • replied
    Originally posted by preston42382 View Post
    Is ray tracing only supported on AMD and NVIDIA graphics cards? It seems whenever I change my project settings by enabling ray tracing, along with Compute SkinCache, the restart that's required gets to a certain point and crashes or hangs. Every project I've enabled ray tracing for I can no longer open because the loader crashes before opening the level. And I barely have anything in the levels besides a few applied materials, using both the 3rd person shooter template and an empty level w/ starter table/chairs/platforms.
    You need to consider asking this in another already existing thread, this is another topic, mentioning engine release and your hardware, gpu driver and windows release. As far as it is concerned, up to this date, only NVidia GPUs support raytracing, while AMD still lack its support. It requires specific gpu driver, windows release and UE4.22+ to see it.

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  • replied
    Originally posted by eobet View Post
    Funnily, I also noticed this in the Unreal Engine game Black Desert Online ..
    pss.. Black Desert wasn't built on Unreal Engine.
    It's custom lib of tools, not a "engine" at all.

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  • replied
    Is ray tracing only supported on AMD and NVIDIA graphics cards? It seems whenever I change my project settings by enabling ray tracing, along with Compute SkinCache, the restart that's required gets to a certain point and crashes or hangs. Every project I've enabled ray tracing for I can no longer open because the loader crashes before opening the level. And I barely have anything in the levels besides a few applied materials, using both the 3rd person shooter template and an empty level w/ starter table/chairs/platforms.

    Leave a comment:


  • replied
    Originally posted by Charles.D2 View Post
    During the past weeks, we tried to address a few concerns raised in this thread regarding self-shadowing/shadow-acne.
    This is great news, because without knowing about this thread, I reported this with my work account and I don't think much was done (and we see the exact same thing in 4.24 still... we use Datasmith to import CAD models with no baked lighting).

    Funnily, I also noticed this in the game Black Desert Online:

    Click image for larger version  Name:	20191014_302999899.jpg Views:	95 Size:	319.6 KB ID:	1698924
    Last edited by eobet; 12-21-2019, 02:11 PM.

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  • replied
    Originally posted by Deathrey View Post
    There is no performance impact of setting it to any value.
    That's good to know!


    Originally posted by Deathrey View Post
    The rest of dealing with the issue lies within shadow and scene setup.
    Once again, if you have a procedural generated map, there is no real way of dealing with it (other than covering your ground with foliage, which isn't a solution). And if you want to make a game that plays in a desert for example (which is my case), or uses a low-poly style with no textures, you are pretty much screwed.

    Slope Bias helps a littlebit, but the issue still remains and even with slope bias cranked up to ten, you still have immersion breaking artefacts in your map, which are going to be very noticable to players.

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  • replied
    Originally posted by spacegojira View Post

    Thanks for the suggestion! Turning up Slope Bias to 10 (the maximum) removes most of the shadow artefacts, although it adds some artefacts at other locations. And I wonder what the performance impact of turning it this high is?
    There is no performance impact of setting it to any value.


    Originally posted by spacegojira View Post
    The problem is with procedural generated worlds, you can't know where to place those volumes. It's a shame that Slope Bias isn't a real solution to this problem.
    I doubt there is anything else meaningful, that could be done. The problem is universal to shadow mapping, but as of 4.24, Unreal does not feel capped in ways of dealing with it, compared to other rendering engines I've had a chance to work with. I'd add even more here, bias distribution adjustment ended up being better than I could expect. Being used to adjusting biases individually for splits, I gotta say that working with that slider speeds up your shadow setup with no takeaways.

    The rest of dealing with the issue lies within shadow and scene setup.

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  • replied
    The problem is with procedural generated worlds, you can't know where to place those volumes. It's a shame that Slope Bias isn't a real solution to this problem.

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  • replied
    Originally posted by spacegojira View Post

    Thanks for the suggestion! Turning up Slope Bias to 10 (the maximum) removes most of the shadow artefacts, although it adds some artefacts at other locations. And I wonder what the performance impact of turning it this high is?
    It sucks doing so but you might need to place volumes that when you enter those you will switch the bias to other values to get rid of those artifacts. Not sure about the performance, since I don't remember ever looking at this part of the code, but if there is someone who can answer this is Deathrey for now.

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  • replied
    Originally posted by Deathrey View Post
    Strange. I definitely did not feel that way and bias slider adjustment appeared like the only missing piece to me.
    Just in case, the slider maximum is not the maximum value for biases. You can enter larger one by typing in.
    Thanks for the suggestion! Turning up Slope Bias to 10 (the maximum) removes most of the shadow artefacts, although it adds some artefacts at other locations. And I wonder what the performance impact of turning it this high is?
    Last edited by spacegojira; 12-14-2019, 12:28 PM.

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  • replied
    Originally posted by spacegojira View Post
    So I just tested version 4.24 and the problem is still there. Furthermore, none of the introduced changes really fix the problems, as can be seen in the pictures. First is a dynamic light with standart settings, second is "shadow bias" and "slope bias" raised to the maximum, which has a little effect but it's still a huge problem and very noticable.


    Click image for larger version Name:	uebrokenshadows1.jpg Views:	0 Size:	100.5 KB ID:	1698008
    Click image for larger version Name:	uebrokenshadows2.jpg Views:	0 Size:	89.2 KB ID:	1698009
    Sadly it still makes the landscape or open world terrains unusable, as it's just really noticable and breaks the immersion. And the problem is that especially for procedurally generated terrains, you cannot place meshes on top of the shadows.

    Epic, can you please get back to this problem and create a fix ASAP ??
    Strange. I definitely did not feel that way and bias slider adjustment appeared like the only missing piece to me.
    Just in case, the slider maximum is not the maximum value for biases. You can enter larger one by typing in.

    Leave a comment:


  • replied
    So I just tested version 4.24 and the problem is still there. Furthermore, none of the introduced changes really fix the problems, as can be seen in the pictures. First is a dynamic light with standart settings, second is "shadow bias" and "slope bias" raised to the maximum, which has a little effect but it's still a huge problem and very noticable.


    Click image for larger version  Name:	uebrokenshadows1.jpg Views:	0 Size:	100.5 KB ID:	1698008
    Click image for larger version  Name:	uebrokenshadows2.jpg Views:	0 Size:	89.2 KB ID:	1698009
    Sadly it still makes the landscape or open world terrains unusable, as it's just really noticable and breaks the immersion. And the problem is that especially for procedurally generated terrains, you cannot place meshes on top of the shadows.

    Epic, can you please get back to this problem and create a fix ASAP ??

    Leave a comment:


  • replied
    In case anyone missed it, 4.24 added new setting for directional lights, that being:

    You can use it to adjust amount of biasing each directional shadow cascade has relative to the others.

    As of 4.24, as I see it, issues, discussed in this thread, are safe to consider resolved.

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  • replied
    And I actually wondered why our preview spheres inside the Material Editor and also Landscapes getting this odd effect. Yes, it would be nice if this gets a very high priority very soon!

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  • replied
    Bump. Its a shame that this still an issue, right now it only needs to be consistent within all cascades.

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  • replied
    Originally posted by II_ADN_II View Post
    Any news on fixing the current implementation of the shadow slope bias?
    So now that I tested 4.23, I can safely say that the "fix" by Epic didn't really help. While it removes some of the shadow artifacts, it adds some on other parts of the terrain / mesh. Like II_ADN_II said, the results are very inconsistent.

    What's worse is that dynamic shadows now seem to be completely broken on landscape terrain in 4.23, I made a topic about that: https://forums.unrealengine.com/unre...n-on-landscape


    Also if I use Shadow Slope Bias, it makes static mesh shadows very unrealistic as can be seen in this picture:

    Click image for larger version

Name:	UEdynamicShadowsbroken2.png
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    The only way to fix this is to set "Nu(mber) Dynamic Shadow Cascades" to a maximum, but that "adds significant render cost".
    Last edited by spacegojira; 09-10-2019, 08:38 AM.

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