Originally posted by overfuze
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Dynamic shadows artifacts
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Originally posted by jonimake View PostMaster branch seems to have some PCSS tech in it, it's not complete and there are artifacts with the shadows, but it does help with the acne quite a bit. The shadows are more costly though.
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Originally posted by jonimake View PostMaster branch seems to have some PCSS tech in it, it's not complete and there are artifacts with the shadows, but it does help with the acne quite a bit. The shadows are more costly though.
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Originally posted by Zeblote View PostHiding the artifacts by reducing shadow quality is not a solution.
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Originally posted by IronicParadoxJust put a texture on the object and it's barely noticeable (unless you put a really plain texture on it).
As for people saying "XXXX engine does YYYYY that ZZZZZ still can't do!!!" it's pointless to compare engines like that because they all spend their resources in different ways. Some engines might prioritize material accuracy, some might prioritize shadow accuracy, some might even prioritize physics. It depends on what they want to focus on. Those that keep bringing up the cryengine, who knows what kind of hacks they had to use to pull it off or what other sector they had to rob resources from.
If it's a problem, then don't use them or if you really must, nothing is stopping you from overhauling the lighting/shadowing engine.
And it's not like we're asking for rocket science. Simplifying Maximum-Dev's analogy, we're not pimping our perfectly functional car - we just want the wheels to turn properly.
EDIT: As for the issues with going from 3 to 4 cascades causing a problem, that has more to do with how it splits up the cascades within the frustum. Play around with the exponent and see if you can spread it out or pull it in more. You can also turn on the view setting that shows the various CSM boundaries.
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Originally posted by Zeblote View PostWe already know what the cause is. Unreal doesn't use slope bias, which is a standard feature in every other engine, even the ones people make as their hobby. If you read this topic you'd know that.
After doing some research on CSMs, I see PCF and VSM coming up a lot, but nothing about them using slope biasing; with CSMs. I think slope biasing is only used for regular shadow mapping. It might boil down to a CPU vs GPU computing issue or it might be a forward vs deferred issue.
Regular shadow mapping mentions slope scale depth biasing:
https://msdn.microsoft.com/en-us/lib...(v=vs.85).aspx
On that same page(the first link), there is a link to another article about CSMing says nothing about SSDB and only mentions PCF/VSM: https://msdn.microsoft.com/en-us/lib...(v=vs.85).aspx
Also, this brings up some of the issues with trying to use slope biasing in screen space: https://mynameismjp.wordpress.com/20...0/shadow-maps/
I'll keep doing more research on it all, but I'm pretty sure that the Unreal devs know all the tricks and standards for something like shadow mapping.
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