Opened 13 years ago
Closed 13 years ago
#661 closed defect (duplicate)
Shadow Map quality degrades the more objects there are on a map
Reported by: | Michael D. Hafer | Owned by: | |
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Priority: | If Time Permits | Milestone: | Alpha 4 |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description (last modified by )
The shadow quality in the game and in Atlas is inversely proportional to the number of objects on a map. Size of the map may have an adverse effect as well.
My specs:
OS : WinXP SP 3 (5.1.2600)
CPU : IA-32, AMD Athlon XP 2600+ (1x1x1), 1.92 GHz
Memory : 1536 MiB; 541 MiB free
Graphics Card : RADEON 9800 XT - Secondary
OpenGL Drivers : 2.0.6458 WinXP Release; atioglxx.dll (6.14.10.6458), nvoglnt.dll (6.14.10.9147)
Video Mode : 1920x1080:32@60
Sound Card : NVIDIA(R) nForce(TM) Audio
Sound Drivers : nvapu.sys (6.14.0462.0 built by: NVIDIA), OpenAL32.dll (6.14.0357.19), wrap_oal.dll (2.1.4.0)
Attachments (2)
Change History (7)
by , 13 years ago
Attachment: | nice-shadow.jpg added |
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comment:1 by , 13 years ago
Description: | modified (diff) |
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comment:2 by , 13 years ago
I know more or less nothing about how graphics cards do things so I may be completely wrong about everything I say, just a warning ;)
It seems to me like it's using one shadow map for everything on the map(/screen), perhaps one shadow map per light or something but that doesn't change much when we only have one light. Is there any setting to change the size of the map?/Change the behavior?
(I'm getting interested in how other graphics cards do this since I don't see the same issue (am using an Nvidia card myself), do they use some kind of dynamic maps or one map per object or something? Anyone who knows more about these things?)
comment:3 by , 13 years ago
#504 has some technical details. The number of objects on screen shouldn't matter - what matters is the volume occupied by in-camera objects, and the cross-sectional area of that volume from the perspective of the light source. If you only have one object then it covers a small area (as seen by the light), so the entire shadow map is devoted to it; if you have widely-spaced objects then the same shadow map has to be stretched over a much larger area so its resolution is lower.
The number of pixels in the shadow map is computed from the screen size (so it'll be particularly low in Atlas's little window). If your graphics card supports the GL_EXT_framebuffer_object extension then it'll be rounded up to a power of two so it's a bit better. I have no idea if there's an easy/fast way to get higher-res shadow maps than that.
comment:4 by , 13 years ago
Priority: | Nice to Have → If Time Permits |
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comment:5 by , 13 years ago
Resolution: | → duplicate |
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Status: | new → closed |
Nice shadow. Giraffe is the only object on the map.