1 | 1 | As I understand it, the only way to do #504 properly is to determine exactly which objects cast shadows falling into the camera view (similar for reflections). If we have a solution for #504, then we have a solution for this ticket, albeit slightly different. What we have now is already a hack that expands the culling FOV a bit, with side effects like worse performance (as you mentioned), decreased shadow map detail, and it still won't work with combinations of arbitrarily tall objects, low sun angles and camera views. So yeah, simply expanding it more as a hack would be worse. |