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    3 cascades still causes the issue, you just get less resolution (and so, more blurry shadows)
    even 1 cascade causes it.
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      Originally posted by IronicParadox
      The car comparisons you guys are using are really bad analogies here because UE4 is definitely a pretty "complete" car. You'd be talking more about "Man, I don't like this leg room" or "The turn signal is in a really bad spot" or "The exhaust is really loud" or "Man this turbo lag isn't as good as it is in X." It's more in line with comparing a big diesel tow truck to a Lamborghini. They both specialize in their own different areas. Not every engine is going to be super great at every field it's applied to. Do I think UE4 would be good at running a baryonic matter distribution simulation with? No... Could it be done? Yes...
      I can also claim that your analogies are bad because X and Y, it's just different point of views.
      I'm not asking for infinite worlds or a realtime raytrace renderer or MMO architecture. I'm asking for a feature as basic as shadows (which you'd expect in any game engine, you'll agree) to play well together with one of the features they advertise ("Create large, open world environments with the Landscape system, which paves the way for terrains that are orders of magnitude larger than what has been previously possible")


      Yeah, I say the same thing about this spot of paint that I missed on my ceiling. Nobody else has ever pointed it out to me though; until I've told them to look for it. Just step the cascades down to three and you'll live. There isn't really a need to have cascaded shadow maps EXTREEEEME! (the centurions popped into my head for some reason)
      it's been reported by several members of my team. and we're here in this thread after all aren't we?


      As for using the "If I've gotta pay 5% royalties, then this engine better be perfect," excuse, all I can do is laugh a little; at your sense of entitlement. 5% is nothing... That's 50,000 on the million. Do you know how much it used to cost to use game engines?
      I know how much it used to cost. Epic changed their business model looking for a broader audience. it was their decision and so it's their consequences. so using the "engines used to cost millions" excuse isn't fitting in this context.

      The sacrifice you make, for having an extra cascade, is that you apparently gain a little bit of faceting on large polygons. I haven't pecked through the source to figure out why it happens, but I'm assuming the answer lies within there somewhere. It could be something as simple as a rounding error.
      Well do like what I said earlier: drop the max cascades down to three and you'll live. If you want to use four cascades, with the default 20k distance, an exponent of around two makes it look almost identical to when you've only got three cascades. You can see why that's the case, when you view the shadow frustums.
      as I said, it doesn't work. it just makes the shadows more blurry.
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      Local Image-Based Lighting for UE4

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        UE3 used CSMs and the issues weren't nearly as bad.
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          I don't think the topic is whether CSM are good or not. The point is really that this right here is ugly.

          Click image for larger version

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          That's just wrong and it's a super annoying issue.

          So whatever the fix is, as long as it's a reasonable one, I'll take it.
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            Yea, the problem affects all shadow mapped shadows, not just cascaded ones from directional lights.

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              Few days ago someone mentioned on Discord about this issue being a problem when trying to shadow a planet in a space game using CSM.
              It might be possible to cure it to some degree using vertex normal offset:

               
              Spoiler




              Actually, it is also possible to implement slope bias the way Kalle_H did, but unlike for mobiles, one would need to additionally ensure normal and light dir accessibility in corresponding section of shadow depth shader and that required shader is actually bound.
              Sad part is that it would appreciably affect performance. (At least for ordinary opaque materials without WPO, which constitute majority of shadowcasting materials anyway).
              Last edited by TheJamsh; 07-10-2017, 04:19 AM. Reason: Thread Cleanup

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                By the way, I posted a question regarding this that will hopefully be answered during next week's 4.17 preview stream: https://forums.unrealengine.com/show...e-from-Epic-HQ

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                  I've cleaned up this thread from the flame-posts and non-constructive argument going on. Any issues with this, PM me or another mod - don't post here.

                  If you feel like one of your posts had valuable information to the thread in it, then feel free to post again with that information. I'd just like to say that this thread has perfectly valid feedback and criticism, and even offers ideas for a solution - that's just the kind of thing everyone likes to see around here. I'm hereby offering 100 internet-points to the person who submits a pull request with a fix.

                  Keep it civil and on-topic folks, otherwise we'll have to lock the thread.

                  PS: I've brought up this thread with Epic Staff in the mod groups, but remember it's not always possible or even a good idea to come back with a definitive answer - no matter how many times you tag them!

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                    And another week passes...

                    Originally posted by TheJamsh View Post
                    PS: I've brought up this thread with Epic Staff in the mod groups, but remember it's not always possible or even a good idea to come back with a definitive answer - no matter how many times you tag them!
                    I think you can imagine how enraging their complete non-responsiveness is?
                    Last edited by Zeblote; 07-16-2017, 05:17 PM.

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                      Originally posted by Zeblote View Post
                      And another week passes...



                      I think you can imagine how enraging their complete non-responsiveness is?
                      4.17 preview has lots of improvements: https://forums.unrealengine.com/show...317#post737317

                      Now the acne is pretty much gone, and the only thing that bothers me is that a slowly rotating directional will cause some aliasing artifacts along shadow edges (shadow texels popping black and white every now and then). It's not a big deal though. Praise whoever made the changes to the shadow rendering code.

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                        Originally posted by jonimake View Post
                        4.17 preview has lots of improvements: https://forums.unrealengine.com/show...317#post737317

                        Now the acne is pretty much gone, and the only thing that bothers me is that a slowly rotating directional will cause some aliasing artifacts along shadow edges (shadow texels popping black and white every now and then). It's not a big deal though. Praise whoever made the changes to the shadow rendering code.
                        I just tested 4.17 and there was literally zero change to artifacts with directional lights.

                        This is with bias 0.5 in one of the default example projects.

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                          Originally posted by Zeblote View Post
                          I just tested 4.17 and there was literally zero change to artifacts with directional lights.

                          This is with bias 0.5 in one of the default example projects.
                          Did you use the console variable r.shadow.filteringmethod 1 ?

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                            Originally posted by cyaoeu View Post
                            Did you use the console variable r.shadow.filteringmethod 1 ?
                            No, doesn't that enable the more expensive soft shadows?

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                              The soft shadows do indeed look way better, but a 400% increase in shadow render time is not an acceptable solution for missing slope bias...

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                                Originally posted by Zeblote View Post
                                The soft shadows do indeed look way better, but a 400% increase in shadow render time is not an acceptable solution for missing slope bias...
                                The bug with grass tool is already killing our performance so much we can't even afford to have 4 shadow cascades and with 3 cascades it's all blurred out. Problem solved. You can't really have any tools working properly in this engine lol.
                                [MENTION=16769]jonimake[/MENTION] said in the other thread that the issue is worked on in 4.17 and looks ok without using PCSS. Anyone can post screens?
                                Last edited by Maximum-Dev; 07-16-2017, 07:59 PM.
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