#Thread
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Your quality setting determines what "very high" corresponds to
Also, which render pipeline was this?
built in
Apparently this isn't how it works in BiRP
The arbitrary tiers seem to be what we get
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
Looks that even with ideal settings there is some disconnect, especially with point lights
Directional lights fare a bit better
150 shadow distance is the minimum of the minimum
Minimum in what sense?
just do not go lower because there will simply be no shadows
and shadow distance in my case is not affecting point light.
but when i decrease the shadow distance, directional light is increasing it's shadows resolution LOL
That is expected
However, it should affect all shadows
yeah but point light shadows are just dissappearing. no changes when im changing shadow distance. in directional like i said something visible is happening
Do check that your scene is scaled sensibly
e.g. doorway isn't orders of magnitude taller or shorter than 2 units
All shadows should fade by distance, directional or point
yeah this is happening
but resolution is not changing in any point
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
and blured too
when i look at point light shadows there is no changes visible
only shadows fading out when distance is decreased
You're right, the distance and cascades only affect directional lighting
yeah.
Distance from the point light seems to be most important factor to the quality
relative to the Shadow Resolution it uses
yeah the angle and the other things
whatever
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.
u can check this by going to graphics settings and disabling screenspaceshadowsshader
point light is still visible but directional is not
Makes sense
I thought point lights also benefited from cascades, but evidently not
You can't ever fully eliminate this peter-panning problem as it's one of those fundamental limitations we talked about before
But most games get by without perfect shadows
Since we understand better what affects it, it'll be easier to mitigate it
Interestingly URP fares slightly better at this, even though BiRP seems to generally have fancier shadows
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.
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 😄
Most graphical quirks become entirely unnoticeable as soon as you add some textures and more varied geometry
I found this like a while ago
effect is awesome but i don't know how to do that xD
lol i wanted to send gif
wait
ok here it is
it's much better with this
here is the cube edge and shadow
Could be useful
Still, I wouldn't be surprised if that causes other kinds of issues elsewhere
yeah that's true
but we first need to try it
otherwise we won't know
For example shadow acne
Make sure you test with many kind of meshes
Perhaps curved and more organic meshes act differently
yeah idk how this is happening. it's fckn weird. it's just a flat fckn surface
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
Removing hardcoded bias makes this more likely to happen, I expect
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
Blender does the same, and I assume Unreal too
It's far from perfect though
yeah i saw this "contact shadows" option but it's loocking like sht tbh.
and it's not even working correctly.
in my case
whatever. i'll never use urp and hdrp because there is too many useless options and idk anything about this
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 ^^
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
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
HDRP is what you choose when you specifically want to be able to tune everything
optimization is not a big deal to me so.
i always check every model before adding to a game. and so on.
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
ssr? don't exactly sure what it is
Screen space reflections
There's a whole lot more that goes to it, the big thing is SRP batching which means you don't have to draw call optimization manually
yeah I know there is lot more to do.
LODs, This oculusion thing, Quality settings, mesh combining etc
i like to do those things by myself.
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
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
alright thank's for conversation. I need to go for now