Yeah it was VR again.2D or VR?
Yeah it was VR again.2D or VR?
I just want to confirm that at the Guardian site in Synuefe NL-N C23-4 - B3 the game crashes to desktop in the very moment you put your feet to the ground, and keeps crashing everytime you relaunch and re-start playing unless you remove these lines:Also, setting the filter quality to "2" should only be done to get crisper shadow edges in specific scenarios, as it's prone to causing crashes around starports and creating visual artifacts elsewhere.
<Shadows_Low>
<Profile_PlanetSurface>
<FilterQuality>2</FilterQuality>
</Profile_PlanetSurface>
</Shadows_Low>
I just want to confirm that at the Guardian site in Synuefe NL-N C23-4 - B3 the game crashes to desktop in the very moment you put your feet to the ground, and keeps crashing everytime you relaunch and re-start playing unless you remove these lines:
XML:<Shadows_Low> <Profile_PlanetSurface> <FilterQuality>2</FilterQuality> </Profile_PlanetSurface> </Shadows_Low>
I'm using your shadows settings, and I've seen this while landing:
(look on the top left)
View attachment 329269
View attachment 329270
My understanding from what i've read here is that the game "switches" how shadows are rendered depending on "scenarios", so maybe what i see in the second image is the "near the planet surface" scenario.
I'd just want to ask if the shadows in the first image are expected, and if not ... well, let you know it happens![]()
I THINK i was already descending in auto-docking. I didn't take note of that, but i tend to look around only when i have nothing else to do.Is that before or after requesting docking permission?
<SpotShadows_Low>
<NumCacheShadows>3</NumCacheShadows>
<NumSpotShadows>8</NumSpotShadows>
<CacheShadowAtlasSize>16384</CacheShadowAtlasSize>
<CacheShadowSize>2048</CacheShadowSize>
<SpotFilterQuality>3</SpotFilterQuality>
<EVSMSpotFullRes>true</EVSMSpotFullRes>
</SpotShadows_Low>
<Shadows_Low>
<Profile_General>
<SliceSize>16384</SliceSize>
<NumFrustums>9</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.999999</Fade>
<CrossFadeCascades>true</CrossFadeCascades>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<FrustumCockpit>
<DepthBias>0.000075</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
</FrustumCockpit>
<Frustum0>
<EndDistance>20.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>5.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum0>
<Frustum1>
<EndDistance>50.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0003</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum1>
<Frustum2>
<EndDistance>125.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0003</DepthBias>
<DepthSlopeBias>5.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum2>
<Frustum3>
<EndDistance>312.5</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0003</DepthBias>
<DepthSlopeBias>4.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum3>
<Frustum4>
<EndDistance>625.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0004</DepthBias>
<DepthSlopeBias>3.5</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum4>
<Frustum5>
<EndDistance>1250.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0005</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum5>
<Frustum6>
<EndDistance>2500.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0005</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum6>
<Frustum7>
<EndDistance>5312.5</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum7>
<Frustum8>
<EndDistance>12800.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.002</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>0</TexelStability>
</Frustum8>
<FogShadowMapsEnabled>1</FogShadowMapsEnabled>
<EVSMCascadeFullRes>true</EVSMCascadeFullRes>
</Profile_General>
<Profile_PlanetApproach>
<SliceSize>16384</SliceSize>
<NumFrustums>9</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.999999</Fade>
<CrossFadeCascades>true</CrossFadeCascades>
<CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
<LastCrossFadeCascadesDistance>1000.0</LastCrossFadeCascadesDistance>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<AltitudeAdaptation>
<MinElevation>100.0</MinElevation>
<MaxElevation>350.0</MaxElevation>
<Scale>3.0</Scale>
<FirstCascadeScalingAmount>2.0</FirstCascadeScalingAmount>
</AltitudeAdaptation>
<FrustumCockpit>
<DepthBias>0.000075</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
</FrustumCockpit>
<Frustum0>
<EndDistance>10.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum0>
<Frustum1>
<EndDistance>20.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>7.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum1>
<Frustum2>
<EndDistance>50.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>5.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum2>
<Frustum3>
<EndDistance>125.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>4.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum3>
<Frustum4>
<EndDistance>250.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum4>
<Frustum5>
<EndDistance>500.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0005</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum5>
<Frustum6>
<EndDistance>1050.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum6>
<Frustum7>
<EndDistance>2125.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0015</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum7>
<Frustum8>
<EndDistance>4250.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.002</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum8>
<FogShadowMapsEnabled>1</FogShadowMapsEnabled>
<EVSMCascadeFullRes>false</EVSMCascadeFullRes>
</Profile_PlanetApproach>
<Profile_PlanetSurface>
<SliceSize>16384</SliceSize>
<NumFrustums>9</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.999999</Fade>
<CrossFadeCascades>true</CrossFadeCascades>
<CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
<LastCrossFadeCascadesDistance>900.0</LastCrossFadeCascadesDistance>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<FrustumCockpit>
<DepthBias>0.000025</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
</FrustumCockpit>
<Frustum0>
<EndDistance>5.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum0>
<Frustum1>
<EndDistance>10.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>7.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum1>
<Frustum2>
<EndDistance>20.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>1.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum2>
<Frustum3>
<EndDistance>40.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0003</DepthBias>
<DepthSlopeBias>5.0</DepthSlopeBias>
<FilterKernelSize>1.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum3>
<Frustum4>
<EndDistance>80.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0004</DepthBias>
<DepthSlopeBias>4.0</DepthSlopeBias>
<FilterKernelSize>1.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum4>
<Frustum5>
<EndDistance>160.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0005</DepthBias>
<DepthSlopeBias>3.5</DepthSlopeBias>
<FilterKernelSize>1.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum5>
<Frustum6>
<EndDistance>450.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum6>
<Frustum7>
<EndDistance>1500.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0015</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum7>
<Frustum8>
<EndDistance>6000.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.002</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum8>
<FogShadowMapsEnabled>1</FogShadowMapsEnabled>
<EVSMCascadeFullRes>false</EVSMCascadeFullRes>
</Profile_PlanetSurface>
<Profile_StationInterior>
<SliceSize>16384</SliceSize>
<NumFrustums>9</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.999999</Fade>
<CrossFadeCascades>true</CrossFadeCascades>
<CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
<LastCrossFadeCascadesDistance>1000.0</LastCrossFadeCascadesDistance>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<AltitudeAdaptation>
<MinElevation>100.0</MinElevation>
<MaxElevation>350.0</MaxElevation>
<Scale>3.0</Scale>
<FirstCascadeScalingAmount>2.0</FirstCascadeScalingAmount>
</AltitudeAdaptation>
<FrustumCockpit>
<DepthBias>0.000075</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
</FrustumCockpit>
<Frustum0>
<EndDistance>10.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum0>
<Frustum1>
<EndDistance>20.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>7.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum1>
<Frustum2>
<EndDistance>50.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>5.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum2>
<Frustum3>
<EndDistance>125.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>4.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum3>
<Frustum4>
<EndDistance>250.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum4>
<Frustum5>
<EndDistance>500.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0005</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum5>
<Frustum6>
<EndDistance>1050.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum6>
<Frustum7>
<EndDistance>2125.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0015</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum7>
<Frustum8>
<EndDistance>4250.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.002</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>2</TexelStability>
</Frustum8>
<FogShadowMapsEnabled>1</FogShadowMapsEnabled>
<EVSMCascadeFullRes>false</EVSMCascadeFullRes>
</Profile_StationInterior>
<Profile_AsteroidField>
<SliceSize>16384</SliceSize>
<NumFrustums>9</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.999999</Fade>
<CrossFadeCascades>true</CrossFadeCascades>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<FrustumCockpit>
<DepthBias>0.000075</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
</FrustumCockpit>
<Frustum0>
<EndDistance>20.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>5.5</DepthSlopeBias>
<FilterKernelSize>3.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum0>
<Frustum1>
<EndDistance>50.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0003</DepthBias>
<DepthSlopeBias>6.0</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum1>
<Frustum2>
<EndDistance>125.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.0005</DepthBias>
<DepthSlopeBias>5.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum2>
<Frustum3>
<EndDistance>312.5</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>4.0</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum3>
<Frustum4>
<EndDistance>625.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.002</DepthBias>
<DepthSlopeBias>3.5</DepthSlopeBias>
<FilterKernelSize>1.5</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum4>
<Frustum5>
<EndDistance>1250.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.003</DepthBias>
<DepthSlopeBias>3.5</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum5>
<Frustum6>
<EndDistance>2500.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.003</DepthBias>
<DepthSlopeBias>3.0</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum6>
<Frustum7>
<EndDistance>5000.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.003</DepthBias>
<DepthSlopeBias>2.5</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>1</TexelStability>
</Frustum7>
<Frustum8>
<EndDistance>10000.0</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.003</ShaderSlopeBias>
<DepthBias>0.003</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
<FilterKernelSize>2.0</FilterKernelSize>
<TexelStability>0</TexelStability>
</Frustum8>
<AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
<FogShadowMapsEnabled>1</FogShadowMapsEnabled>
<EVSMCascadeFullRes>false</EVSMCascadeFullRes>
</Profile_AsteroidField>
</Shadows_Low>
Thanks so much for this tweak, @Morbad! All the shadows in the game look so much better now.
However, I do see a small quirk with your new version 17 when inside a concourse. When I walk through the central area of the concourse, shadows pop in and out: I step out of the elevator, and all the shadows of the concourse structures are there on the floor. I take a few steps, boom, they're gone. Another few steps, and they appear again.
The shadows do not vanish with the default GraphicsConfiguration.xml, I've already tested that. However, I haven't tested your previous versions inside stations yet. (I just arrived at an Asteroid Base 5000 ly from Sol and haven't docked since quite a bit.)
Thanks again for this great modification!
I was wondering if there were any GraphicsConfigurationOverride.xml or fxcfg file settings that pair best with the shadow changes. Do you have a baseline of what you use? I have a 9900K and a 2080Ti running a 120Hz 3440x1440 monitor and it seems like I max out the card in some places. The game is still fine regardless, but I'm wondering if I'm over committing to some settings that don't provide much in terms of visuals, it's mostly just the Ultra profile (aside form the 2 low for shadows). Sorry if this is outside the scope of this thread, I've just been trying to scour all the information out there how best to set some of those settings, but sometimes it seems a little out of date.
<Volumetrics>
<Ultra>
<DownscalingFactor>1.5</DownscalingFactor>
<BlurSamples>3</BlurSamples>
</Ultra>
</Volumetrics>
Thanks for the response, I'll add that in and maybe tone down some of the settings until I upgrade the card.3440*1440 ultra will definitely max out a 2080 Ti in a lot of Odyssey surface content.
Most of my override settings are for increasing visual quality, at a modest cost to performance. The only entry I have that (very slightly) increases performance is:
Code:<Volumetrics> <Ultra> <DownscalingFactor>1.5</DownscalingFactor> <BlurSamples>3</BlurSamples> </Ultra> </Volumetrics>
Which gives me something between high and ultra volumetric lighting quality that I cannot visually distinguish from ultra.
hmm... what hardware do u have? My 3070ti have some drops to 40-50 fps with high graphic preset in the settlements on-foot. Should I use your shadows upgrade? Or u're playing at low fps?I've tested the phenomena Lhornda mentioned last month more thoroughly and while it is a bit more pronounced with the changes I made in v17, it's present even with the unmodified shadow tables. Since I find the transition from planet approach to station interior shadows more jarring, and cannot eliminate the concourse shadow issue, I will probably leave the v17 shadows more or less as they are.
With regard to U14, there are no changes that impact the shadow tables themselves, but there is a change to the volumetrics settings, so in the interest of compatability I've integrated those minor changes into the file attached below. Again, the shadows are the same as v17, v18 just updates the file for U14.
hmm... what hardware do u have? My 3070ti have some drops to 40-50 fps with high graphic preset in the settlements on-foot. Should I use your shadows upgrade? Or u're playing at low fps?
sorry, english is not my thing. Low shadow quality in-game settings will not overwrite your file? I wanted to read this topic but it is too difficult. And may be u can advice what settings can boost fps in a settlements without severe reduction of visuals?I play most often on an RX 6800 XT or RTX 3080 and these shadows are oriented toward higher-end hardware.
Depending on system, these shadow tables are barely slower (vs. ultra) in space and away from settlements, cost about 5-10% of frame rate in settlements and rings, and v17-18 specifically are significantly slower in station concourses.
You can always try them to see if the trade offs are worth while. Applying them is as easy as downloading and renaming a file, plus setting "low" shadow quality in game. Removing them is as easy as having the launcher validate the game files (it will flag the modded .xml and replace it).
Low shadow quality in-game settings will not overwrite your file?
And may be u can advice what settings can boost fps in a settlements without severe reduction of visuals?
Even more on my setup of 5760x1080 triple surround display with a 1080Ti (unfortunately I am stuck 3 gens behind).3440*1440 ultra will definitely max out a 2080 Ti in a lot of Odyssey surface content.