Announcement

Collapse
No announcement yet.

Dynamic shadows artifacts

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I think implementing an interface like this for tweaking all the values will be very handy.
    Not relevant to shadowing problem in particular, but I'd join you in welcoming being able to adjust such settings for each cascade individually.

    Leave a comment:


  • replied
    Originally posted by Maximum-Dev View Post
    This was always an expectation! Like you know, some threads regarding this date back to 2015 and older!
    Yeah but for some reason they were happy when told to just increase the bias until it goes away. Clearly that doesn't fly in 2017!

    Leave a comment:


  • replied
    Originally posted by Chosker View Post
    ...(which is advertised as "the most powerful creation engine", "photoreal rendering in real-time", etc)
    You BRUTAL fan!

    Originally posted by Zeblote View Post
    ...People are just starting to expect high enough shadow quality...
    This was always an expectation! Like you know, some threads regarding this date back to 2015 and older!


    Edit: If Epic decided to fix the issue, I think implementing an interface like this for tweaking all the values will be very handy.


    Last edited by Maximum-Dev; 06-22-2017, 08:41 AM.

    Leave a comment:


  • replied
    It's not a regression, as the feature never existed in ue4. People are just starting to expect high enough shadow quality to notice it.
    You can hide the problem by globally increasing shadow bias, but then it looks like everything is floating instead and you get much less detail.

    Leave a comment:


  • replied
    Originally posted by Zeblote View Post
    It depends on your definition. It's not a bug in the usual way, as the problem is the lack of a feature - normal offset or slope bias

    However every other engine from the last decade has this, so it's absence could be seen as a bug.
    you could say it's not a bug if the implementation is working as intended.
    however you could say it's a bug if it's a regression (people have mentioned that this issue first appeared in some release, i.e. it wasn't noticed in earlier versions of the engine, though it's not clear when).
    you could also say it's a bug if the result is not acceptable in this day and age, from an engine with quality standards such as UE4's (which is advertised as "the most powerful creation engine", "photoreal rendering in real-time", etc)

    Leave a comment:


  • replied
    Originally posted by kjustynski View Post
    But wait... isn't this like bug? Does look like new feature to implement, just malfunction
    It depends on your definition. It's not a bug in the usual way, as the problem is the lack of a feature - normal offset or slope bias

    However every other engine from the last decade has this, so it's absence could be seen as a bug.

    Leave a comment:


  • replied
    They do, I got many answers this way. But...
    - You need to be very specific. If they know what exactly is your problem, it's lot easier to help.
    - It's very difficult to reply if your problem is complex, would require research just to define what's wrong - AFAIK that's why many rendering issues are left without answer. It's not only UE4 problem. Usually when I'm working with engine team, it was relatively easy to get answer for gameplay problem, but the rendering guys often are like "I could solve it, but then something else gonna break or we'd worse performance, I need to think about it".

    Once my friend-artist posted issue. No answer at all.
    After 2 weeks I posted the same bug report, but I described it like programmer. Got answer the same day

    But wait... isn't this like bug? Does look like new feature to implement, just malfunction

    Leave a comment:


  • replied
    Does anyone from epic actually look at stuff on the answerhub that's not under "bug reports"? It doesn't seem like they do.

    Leave a comment:


  • replied
    I think it's better you guys post on the report instead of the thread.
    Report: https://answers.unrealengine.com/que...shading-1.html

    Leave a comment:


  • replied
    Originally posted by DamirH View Post
    That being said, is this issue really that prevalent on finalized assets / scenes?
    it is *really* prevalent on finalized assets and scenes in our project at work (can't show anything atm tho)

    Originally posted by Kalle_H View Post
    I guess PCSS will will fix this once for all. Was it coming for 4.17?
    I think PCSS will be just a high-end feature as shadows are already expensive on their own (i.e. wouldn't solve the problem on mid/low-end PC's), and if anything I think it would only solve the issue at very close range (I don't expect PCSS to be usable at all distance ranges on full-scene Cascaded Shadows)

    Leave a comment:


  • replied
    Originally posted by Kalle_H View Post
    I guess PCSS will will fix this once for all. Was it coming for 4.17?
    Quite unlikely.
    That being said, is this issue really that prevalent on finalized assets / scenes?
    Hard to say. I guess fair answer would "not really", but it is situational and project specific.
    Last edited by Deathrey; 06-03-2017, 06:16 AM.

    Leave a comment:


  • replied
    I guess PCSS will will fix this once for all. Was it coming for 4.17?

    Leave a comment:


  • replied
    I find it interesting that there isn't a single reply to this issue nor the SSS issues on the forum. Either the community managers haven't been doing their jobs properly or there are no replies on purpose. A simple acknowledgement would go a million miles.

    That being said, is this issue really that prevalent on finalized assets / scenes?
    Last edited by DamirH; 06-02-2017, 09:03 PM.

    Leave a comment:


  • replied
    Originally posted by Zeblote View Post
    What's interesting there? I only see one guy pretending he "fixed" it by increasing the shadow bias and reducing the number of cascades, which is obviously not a solution.
    It's interesting that thread is 2 years old and the issue is still carried until now.

    Leave a comment:


  • replied
    Originally posted by Maximum-Dev View Post
    What's interesting there? I only see one guy pretending he "fixed" it by increasing the shadow bias and reducing the number of cascades, which is obviously not a solution.

    Leave a comment:

Working...
X