#Thread

1 messages · Page 1 of 1 (latest)

limpid talon
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What's the resolution lights are being used?

runic oar
limpid talon
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Your quality setting determines what "very high" corresponds to

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Also, which render pipeline was this?

runic oar
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built in

limpid talon
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Still, the higher the resolution, the less the shadow will disconnect
This also means that the lower your Shadow Distance is, the higher the overall resolution will be

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Looks that even with ideal settings there is some disconnect, especially with point lights

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Directional lights fare a bit better

runic oar
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150 shadow distance is the minimum of the minimum

limpid talon
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Minimum in what sense?

runic oar
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just do not go lower because there will simply be no shadows

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and shadow distance in my case is not affecting point light.

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but when i decrease the shadow distance, directional light is increasing it's shadows resolution LOL

limpid talon
runic oar
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yeah but point light shadows are just dissappearing. no changes when im changing shadow distance. in directional like i said something visible is happening

limpid talon
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Do check that your scene is scaled sensibly
e.g. doorway isn't orders of magnitude taller or shorter than 2 units

runic oar
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all is good

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it doesn't really matter how big and fat is that

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always the same effect

limpid talon
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All shadows should fade by distance, directional or point

runic oar
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yeah this is happening

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but resolution is not changing in any point

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in directional light shadows when distance is set to for example 10, shadows are sharp as fck but in the opposite way it's pixelated like sht

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and blured too

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when i look at point light shadows there is no changes visible

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only shadows fading out when distance is decreased

limpid talon
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You're right, the distance and cascades only affect directional lighting

runic oar
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yeah.

limpid talon
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Distance from the point light seems to be most important factor to the quality

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relative to the Shadow Resolution it uses

runic oar
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yeah the angle and the other things

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whatever

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there is another problem with shadow cascades but i'll fck that for now.
I know that directional lights are using ScreenSpaceShadowsShader. and the other light not.

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u can check this by going to graphics settings and disabling screenspaceshadowsshader

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point light is still visible but directional is not

limpid talon
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Makes sense
I thought point lights also benefited from cascades, but evidently not

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You can't ever fully eliminate this peter-panning problem as it's one of those fundamental limitations we talked about before

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But most games get by without perfect shadows
Since we understand better what affects it, it'll be easier to mitigate it

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Interestingly URP fares slightly better at this, even though BiRP seems to generally have fancier shadows

runic oar
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It's true. Whenever I've played games like dying light or other open-world games, I've never looked at details like inaccurate shadows. Not when I'm making games I started to notice that the shadows there are not perfect also in that games.

limpid talon
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Yeah, I admit I get too caught up in trying to tweak things to look perfect in temporary levels and have effects that work from all angles, even though they won't ever be viewed from all angles 😄

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Most graphical quirks become entirely unnoticeable as soon as you add some textures and more varied geometry

runic oar
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I found this like a while ago

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effect is awesome but i don't know how to do that xD

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lol i wanted to send gif

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wait

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ok here it is

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it's much better with this

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here is the cube edge and shadow

limpid talon
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Could be useful
Still, I wouldn't be surprised if that causes other kinds of issues elsewhere

runic oar
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but we first need to try it

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otherwise we won't know

limpid talon
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For example shadow acne

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Make sure you test with many kind of meshes
Perhaps curved and more organic meshes act differently

runic oar
limpid talon
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The point of "bias" is to move the shadow away from the surface
In this case with 0 bias the shadow is being drawn directly on the surface that's supposed to be casting it

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Removing hardcoded bias makes this more likely to happen, I expect

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HDRP is a bit better about this than URP still, and also has an extra technique called "contact shadows" which is aimed to counteract just this exact issue by filling those gaps

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Blender does the same, and I assume Unreal too

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It's far from perfect though

runic oar
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yeah i saw this "contact shadows" option but it's loocking like sht tbh.

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and it's not even working correctly.

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in my case

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whatever. i'll never use urp and hdrp because there is too many useless options and idk anything about this

limpid talon
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I don't recommend spending a huge amount of time in this unless you specifically want to understand this rendering stuff
Probably not what stops you from making good looking games anywhow ^^

runic oar
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like for example. when I want some volumetrics lighting I have a package with that. and i don't need 100s options to do this

limpid talon
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URP I'd say is simpler to use than BiRP
Does a lot of optimizations for you too
But the downside is that it doesn't yet have years of support threads and custom assets like BiRP does

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HDRP is what you choose when you specifically want to be able to tune everything

runic oar
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optimization is not a big deal to me so.

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i always check every model before adding to a game. and so on.

limpid talon
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Oh and URP does lack some features BiRP has out of the box, like SSR and motion vectors, so I don't recommend it without reservation

runic oar
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ssr? don't exactly sure what it is

limpid talon
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Screen space reflections

runic oar
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ah yes

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whatever i have never used it before. idk how motion vectors work

limpid talon
runic oar
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yeah I know there is lot more to do.
LODs, This oculusion thing, Quality settings, mesh combining etc

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i like to do those things by myself.

limpid talon
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Those you will have to
Most of URP's optimizations are automatic and on the backend, which means everything runs better on more platforms with no effort, which is pretty magical

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But I wouldn't worry about that at this point either
Optimization in general is something you only really should be putting effort in when you need to meet a specific perfomance target

runic oar
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alright thank's for conversation. I need to go for now