Shadow Quality

Edit: I've encountered a couple of serious issues with v24. I recommend reverting to v22 until I've got them sorted out.

I went thought and tested all of these legacy variables and have confirmed that shader and depth biases and slopes can be added to the list of things that don't apply to EVSM shadows. This is in addition to my previous confirmation that FilterKernelSize and TexelStability also do not apply to the EVSMs. So, I've streamlined this update by ripping out everything that I cannot verify as having a function, mostly to avoid wasting time second guessing myself and testing adjustments that work only the other shadow filter modes.

I've also set a 0m dummy frustum on every profile except PlanetSurface which has the 3.5m frustum that works better there. I've also set EVSMCascadeFullRes to False for all profiles, excepting PlanteSurface.

This is a bit of a double edged sword. It essentially removes a cascade that could have been used to sharpen close shadows and cuts the resolutions of all the remain cascades in half, which makes them fuzzier. In exchange many instances where distracting artifacts would have existed, especially at shallow illumination angles, have been significantly improved. The performance hit for these profiles is also reduced.

v24:
XML:
        <Profile_General>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>1.0</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <NearClipBias>1.0</NearClipBias>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>40.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>300.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>625.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>6000.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>15000.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>1.0</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <NearClipBias>1.0</NearClipBias>
            <AltitudeAdaptation>
                <MinElevation>100.0</MinElevation>
                <MaxElevation>350.0</MaxElevation>
                <Scale>3.0</Scale>
            </AltitudeAdaptation>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>50.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>125.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>250.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>500.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>1150.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>2500.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>6000.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>1.0</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
            <LastCrossFadeCascadesDistance>900.0</LastCrossFadeCascadesDistance>
            <NearClipBias>1.0</NearClipBias>
            <Frustum0>
                <EndDistance>3.5</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>12.5</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>20.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>30.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>60.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>160.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>450.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>6000.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>true</EVSMCascadeFullRes>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>1.0</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <NearClipBias>1.0</NearClipBias>
            <AltitudeAdaptation>
                <MinElevation>100.0</MinElevation>
                <MaxElevation>350.0</MaxElevation>
                <Scale>3.0</Scale>
            </AltitudeAdaptation>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>50.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>125.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>250.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>500.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>1150.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>2500.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>6000.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>1.0</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <NearClipBias>1.0</NearClipBias>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>40.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>300.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>625.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>6000.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>15000.0</EndDistance>
            </Frustum8>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_AsteroidField>
 

Attachments

  • GraphicsConfiguration.xml.EDOv24.txt
    60.5 KB · Views: 127
Last edited:
Does v24 get rid of the halo around some shadows?

Having that dummy cascade reduces them, especially in cases of self shadowing at low illumination angles. However, the game's EVSMs will almost always show a halo around a directional shadow that overlaps another and I'm doubtful that I can do much about this.

This is an example of something I've never been able to fix:
4PltJvz.jpg

Note where the shadow of the guardrail overlaps that of the lamppost.

Anyway, v24 is broken (I may have been a bit too aggressive in ripping out variables) and I need to rework a few settings.
 
Hi Morbad, 1st time poster on the thread here.

Thought I'd give your shadow quality mods a try and for the most part they work great!

However I did find what may be a issue, have attached screenshots. In this scene the local star is quite low in the sky.

I've included the location in the first screenshot in case anyone else wants to see if it happens for them?

I tried rolling back to v23 with the same results, I haven't gone back any further than that. Rolled back to the orignal config and the issue goes away.

Specs for reference if it helps -

RX 6600XT 8GB
Ryzen 3600
16GB 3000MHz RAM
HP Z24i monitor running at 1920 x 1200 60Hz
Windows 10

I hope this helps with your continuing mission, to help make this game even better for everyone!
 

Attachments

  • ShadowMod24-1.jpg
    ShadowMod24-1.jpg
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  • ShadowMod24-2.jpg
    ShadowMod24-2.jpg
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  • ShadowMod24-3.jpg
    ShadowMod24-3.jpg
    486.8 KB · Views: 112
  • ShadowMod24-4.jpg
    ShadowMod24-4.jpg
    302.7 KB · Views: 110
  • NoShadowMod-Low.jpg
    NoShadowMod-Low.jpg
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  • NoShadowMod-Ultra.jpg
    NoShadowMod-Ultra.jpg
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Hi Morbad, 1st time poster on the thread here.

Thought I'd give your shadow quality mods a try and for the most part they work great!

However I did find what may be a issue, have attached screenshots. In this scene the local star is quite low in the sky.

I've included the location in the first screenshot in case anyone else wants to see if it happens for them?

I tried rolling back to v23 with the same results, I haven't gone back any further than that. Rolled back to the orignal config and the issue goes away.

Specs for reference if it helps -

RX 6600XT 8GB
Ryzen 3600
16GB 3000MHz RAM
HP Z24i monitor running at 1920 x 1200 60Hz
Windows 10

I hope this helps with your continuing mission, to help make this game even better for everyone!

If you still have easy access to that area can you manually edit the v23 config file you were using and change <EVSMCascadeFullRes>true</EVSMCascadeFullRes> to "false" under Profile_PlanetSurface and see if that artifact remains?
 
Main bug I encountered with v23 was remedied by reintroducing cascade cross fade distance clamps. I also attempted to address the issue reported by Viggen by disabling full resolution EVSM cascades for Profile_PlanetSurface, and extended the first cascade again to partially mitigate blur and resolve an issue with the first cascade falloff being too prominent at 3.5m. I may need to rework this in the future, but I didn't have the opportunity to test that profile for self-shadowing artifacts.

Additionally, fade magnitude and cascade distances have been rebalanced.

Still not satisfied with the quality everywhere, but I'm gradually cleaning up the most prominent remaining artifacts.

v25:
XML:
        <Profile_General>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.5</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <NearClipBias>1.0</NearClipBias>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>40.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>300.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>625.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>6000.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>15000.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
            <LastCrossFadeCascadesDistance>1000.0</LastCrossFadeCascadesDistance>
            <NearClipBias>1.0</NearClipBias>
            <AltitudeAdaptation>
                <MinElevation>100.0</MinElevation>
                <MaxElevation>350.0</MaxElevation>
                <Scale>3.0</Scale>
            </AltitudeAdaptation>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>50.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>125.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>250.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>500.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>1050.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>2125.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>4250.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.5</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <LastCrossFadeCascadesDistance>800.0</LastCrossFadeCascadesDistance>
            <NearClipBias>1.0</NearClipBias>
            <Frustum0>
                <EndDistance>10.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>30.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>60.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>125.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>250.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>500.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>5000.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
            <LastCrossFadeCascadesDistance>1000.0</LastCrossFadeCascadesDistance>
            <NearClipBias>1.0</NearClipBias>
            <AltitudeAdaptation>
                <MinElevation>100.0</MinElevation>
                <MaxElevation>350.0</MaxElevation>
                <Scale>3.0</Scale>
            </AltitudeAdaptation>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>50.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>125.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>250.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>500.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>1050.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>2125.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>4250.0</EndDistance>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.5</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <NearClipBias>1.0</NearClipBias>
            <Frustum0>
                <EndDistance>0.0</EndDistance>
            </Frustum0>
            <Frustum1>
                <EndDistance>40.0</EndDistance>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.0</EndDistance>
            </Frustum2>
            <Frustum3>
                <EndDistance>300.0</EndDistance>
            </Frustum3>
            <Frustum4>
                <EndDistance>625.0</EndDistance>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.0</EndDistance>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.0</EndDistance>
            </Frustum6>
            <Frustum7>
                <EndDistance>6000.0</EndDistance>
            </Frustum7>
            <Frustum8>
                <EndDistance>15000.0</EndDistance>
            </Frustum8>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_AsteroidField>
 

Attachments

  • GraphicsConfiguration.xml.EDOv25.txt
    60.7 KB · Views: 134
In the future I may integrate non EVSM tables in place of the "Medium" quality preset, for those in situations where the old style shadow tables are practical. They look a lot better in some situations, but have serious artifacts in others, do not support fog shadows in Odyssey, and can cause crashes at starports.
 
If you still have easy access to that area can you manually edit the v23 config file you were using and change <EVSMCascadeFullRes>true</EVSMCascadeFullRes> to "false" under Profile_PlanetSurface and see if that artifact remains?


Yes I'm still in the area, so I'll give it a go this evening and report back. O7
 
Assuming
Yesterday I was doing a few wingfights again and there were no flickering shadows in the asteroid field.
However, the flickering is still present in station instances (both inside and outside of stations).
This kind:
Source: https://www.youtube.com/watch?v=y0FWUKrw3I8

The underlying cause of this flickering isn't the shadow profiles themselves.

Stations shadow's were flickering on approach (standard stations) and indoors, it was flickering between light and dark.

If the exterior station flicker was what galahad described, I'm hesitant to try to address it as it's likely to be resolved with a game update at some point.

Some of the interior flicker, at least once disembarked and on the concourse, is my doing, though also to mitigate another bug. Profile_StationInterior has to closely match Profile_PlanetApproach, because the game switches to the StationInterior any time docking permission has been granted at surface outposts/settlements.
 
Later I'll see if adding a cutoff to the cross fade can help with the station flicker, but I'm doubtful, as it still occurs those other profiles that already have one, even the default presets.
 
Hi Morbad, 1st time poster on the thread here.

Thought I'd give your shadow quality mods a try and for the most part they work great!

However I did find what may be a issue, have attached screenshots. In this scene the local star is quite low in the sky.

I've included the location in the first screenshot in case anyone else wants to see if it happens for them?

I tried rolling back to v23 with the same results, I haven't gone back any further than that. Rolled back to the orignal config and the issue goes away.

Specs for reference if it helps -

RX 6600XT 8GB
Ryzen 3600
16GB 3000MHz RAM
HP Z24i monitor running at 1920 x 1200 60Hz
Windows 10

I hope this helps with your continuing mission, to help make this game even better for everyone!

Okay, I tried the amendment you suggested to v23, I've attached the results.

The original issue is gone, however we now get the straight-sided "blob" as shown in the second screenshot. This changes in size and shape, depending on the camera angle, and merged into "deeper" shadow when I zoomed in to it. Getting something similar without the mod in Low, but less pronounced, as there are other shadows around it, if that makes sense. The "blob" goes away completely without the mod in Ultra.

I hope this helps, if you need me to check anything else, please let me know, I'll probably be in the vicinity until Leigong goes pop...:D
 

Attachments

  • ShadowMod23(EVSMCascadeFullResTrue)-1.jpg
    ShadowMod23(EVSMCascadeFullResTrue)-1.jpg
    310 KB · Views: 96
  • ShadowMod23(EVSMCascadeFullResTrue)-2.jpg
    ShadowMod23(EVSMCascadeFullResTrue)-2.jpg
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  • NoShadowMod-Low.jpg
    NoShadowMod-Low.jpg
    230.1 KB · Views: 100
  • NoShadowMod-Ultra.jpg
    NoShadowMod-Ultra.jpg
    261.7 KB · Views: 99
Okay, I tried the amendment you suggested to v23, I've attached the results.

The original issue is gone, however we now get the straight-sided "blob" as shown in the second screenshot. This changes in size and shape, depending on the camera angle, and merged into "deeper" shadow when I zoomed in to it. Getting something similar without the mod in Low, but less pronounced, as there are other shadows around it, if that makes sense. The "blob" goes away completely without the mod in Ultra.

I hope this helps, if you need me to check anything else, please let me know, I'll probably be in the vicinity until Leigong goes pop...:D

If you can recreate that 'blob' and estimate the distance between it and the camera (which will show distance to the SRV), that would allow me to match it to a particular cascade.

A big issue for surface shadows is that the terrain geometry actually changes significantly with distance and the geometry is what casts shadows. If I match everything to one scene it's likely that ill break it for another. But knowing the distance will at least allow me to experiment with compromises.
 
If you can recreate that 'blob' and estimate the distance between it and the camera (which will show distance to the SRV), that would allow me to match it to a particular cascade.

A big issue for surface shadows is that the terrain geometry actually changes significantly with distance and the geometry is what casts shadows. If I match everything to one scene it's likely that ill break it for another. But knowing the distance will at least allow me to experiment with compromises.

No worries, I can give that a try this evening
 
No worries, I can give that a try this evening
If you can recreate that 'blob' and estimate the distance between it and the camera (which will show distance to the SRV), that would allow me to match it to a particular cascade.

A big issue for surface shadows is that the terrain geometry actually changes significantly with distance and the geometry is what casts shadows. If I match everything to one scene it's likely that ill break it for another. But knowing the distance will at least allow me to experiment with compromises.
Okay, the area in question is now in deeper shadow, as the star is lower in the sky, tried to get as close as possible to previous landing site but shadow makes it difficult to judge. Screenshot attached.

As a very rough estimate from taking a quick trip into the crater in the SRV, I would say the "blob" would have been between 500m - 800m away, certainly no more than 1km.

As for the "stripe" in this screenshot, the end nearest the bottom middle of the pic is about 400m away by SRV, I think the camera was about 240m or more above the ship.

Hope this helps, off to have a go at Leigong now...!
 

Attachments

  • Screenshot_0683_edit.jpg
    Screenshot_0683_edit.jpg
    219.7 KB · Views: 99
Okay, the area in question is now in deeper shadow, as the star is lower in the sky, tried to get as close as possible to previous landing site but shadow makes it difficult to judge. Screenshot attached.

As a very rough estimate from taking a quick trip into the crater in the SRV, I would say the "blob" would have been between 500m - 800m away, certainly no more than 1km.

As for the "stripe" in this screenshot, the end nearest the bottom middle of the pic is about 400m away by SRV, I think the camera was about 240m or more above the ship.

Hope this helps, off to have a go at Leigong now...!

Without active control over the depth biases and slopes, lighting at low angles and/or on heavily curved objects can be problematic.

Gaps in shadows seem to be endemic to Elite's EVSMs. I've had some success in mitigating them with the cross fade distance clamps, but I probably can't eliminate them. The same settings may be responsible for the 'blob' you've noted; it's the corner of one of the cascades being rendered.

Which profile were you testing this on? Still v23?
 
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Without active control over the depth biases and slopes, lighting at low angles and/or on heavily curved objects can be problematic.

Gaps in shadows seem to be endemic to Elite's EVSMs. I've had some success in mitigating them with the cross fade distance clamps, but I probably can't eliminate them. The same settings may be responsible for the 'blob' you've noted; it's the corner of one of the cascades being rendered.

Which profile were you testing this on? Still v23?
Yep, this was with v23 and the EVSMCascadeFullRes set to false.
 
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