Here's a video I shot to give you an idea, sorry my system is not the most amazing performance-wise, I hope at least Vimeo and the fact that I shot it at 1440p 60p native is going to make things better.




UPDATE:
An excerpt from some peaceful footage of Harding Station, in the Jimara system. Enjoy and o7.

 
Last edited:
Alright, another incremental change below, due both to the April Update (which features a pair of extremely minor changes to the base config file) and a few small refinements I've made to help further refine shadow cascade transitions on flat surfaces.

Do keep in mind that if you are using the attached GraphicsConfiguration.xml it needs to have the .v10.txt removed from the file name and that to use the custom cascades you need to select the LOW preset for shadows, which is the one I've replaced. Of course, if you are pasting the code in manually, you can replace whatever preset you like.

Other instructions from the OP should still be applicable. Again, do not put this in the override, it will drop the last three frustums and look like crap beyond ~2km.

XML:
        <Profile_General>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>480.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>960.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1920.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>3840.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>420.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>720.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000025</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>10.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>40.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>80.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>4096</SliceSize>
            <NumFrustums>1</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>0</Fade>
            <CrossFadeCascades>false</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>1470.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum0>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1200.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2400.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_AsteroidField>
 

Attachments

  • GraphicsConfiguration.xml.v10.txt
    73.2 KB · Views: 585
I just posted a slide-able comparison between two identical shots, both with Morbad's latest "Beyond Ultra" settings: basically Ambient Occlusion, Depth of Field, Blur and Bloom get replaced by ReShade+Quint (on the left) and on the right instead you have the in-game settings.

Which one do you prefer?

Vanity Camera

Docked
 
Last edited:
Just checked for GraphicsConfiguration.xml changes in the 3.4.02 (Update 2) patch. There are none, so the file included in my last update should work the same as before, and it will need to be dropped in again as the patch will have overwritten it.

I just posted a slide-able comparison between two identical shots, both with Morbad's latest "Beyond Ultra" settings: basically Ambient Occlusion, Depth of Field, Blur and Bloom get replaced by ReShade+Quint (on the left) and on the right instead you have the in-game settings.

Which one do you prefer?

Vanity Camera

Docked

I like the tone mapping on The Reshade + Quint but it seems to over accentuate the bloom and wash out the image.

Honestly, I don't much like the default bloom in the game either. I'm using it now because it feels like that was what was intended with respect to the illumination level of certain light sources, but I'm frequently reminded of why I turned down the brightness in the profiles originally...it's so bright in some cases that it's actually interfering with combat. Thruster and weapon bloom, as well as some reflections can completely obscure the subtarget indicator or even whole ship outlines in some cases.
 
Completely agree. I opened a new thread just for qUINT, here:

as I had already polluted this too much and want to keep it dedicated to the shadows settings.

Very true what you said Morbad about washing out, making combat harder (can't see my leading crosshair blue on white in situations like these):
aGeBmx8X_o.png

There's more conclusions in that thread of mine.. so far so good on the "Patch 2" + your settings v10!
 
Figure out how to edit the configuration files on your PS4 yet?
Unfortunately that's pretty much impossible. Some time back I was going to try to get another CMDR to send me his game settings for his PS4 Pro in Quality Mode, to see if I could trick my PS4 Slim into using the hidden quality settings, but I was told even that won't work.
 
Been cleaning up my shadow profiles a bit.

So far, I've reduced the slope biases on the PlanetApproach and the PlanetSurface profiles to further mitigate some peter panning artifacts that were still present at extremely shallow lighting angles (~5 degrees between surface and light source), while keeping my former ratio of slope biases between cascades intact to preserve the smoothness of transitions on non-shadowed objects (the wrong slope bias causes the whole area covered by the cascade to be partially shadowed at certain angles, making for extremely jarring transitions).

Right now I'm looking to do the same for the General profile, but need an asteroid base that is both not in a ring and whose entrance faces the system's main star. This is important to make sure I don't reduce the slope biases too far and shadow the edges of triangles that aren't supposed to be visible.

Anyone know of any such bases anywhere near the bubble? I'm in Merope now, but any place within a thousand lightyears would be suitable. Last base I used was out in Colonia.
 
Last edited:
Do you fly a Dolphin any? All in all the default Ultra shadow settings have worked well for me, but for some reason the shadows in the Dolphin look pretty rubbish compared to other ships. I suspect it's because of all the rounded surfaces and struts and whatnot (the assumption being that straight geometry makes for easier shadow rendering). It's nowhere near as terrible as PS4, so I can live with it, but I'm just curious if you have encountered this and fixed it.
 
Do you fly a Dolphin any? All in all the default Ultra shadow settings have worked well for me, but for some reason the shadows in the Dolphin look pretty rubbish compared to other ships. I suspect it's because of all the rounded surfaces and struts and whatnot (the assumption being that straight geometry makes for easier shadow rendering). It's nowhere near as terrible as PS4, so I can live with it, but I'm just curious if you have encountered this and fixed it.

Several ships have similar issues with shadow acne/EBL that I've tried to fix, with some success. The issue with increasing biases to the point that this artifacting disappears completely is that it causes peter panning/disconnected/levitating shadows in other ships (Viper, Anaconda, Courier, etc).

Anyway, I can buy another Dolphin to test with to double check how bad it is with my current settings, but it should already be noticeably better than the default Ultra preset.

You can find station by type in eddb.io

Thanks for the tip.
 
Isn't there an asteroid base in Pleione, one jump away?

I recall it not being in a ring. I can't remember whether it faces the sun or not though.
 
@Old Duck

Did some testing with the Dolphin and it is indeed one of the worst ships for shadow acne in the cockpit. Small, plus a lot of curved surfaces. Not much I can do without compromising the look of other ship interiors, but if you spend a lot of time in the Dolphin, simply increasing the "DepthBias" and "DepthSlopeBias" of the "FrustumCockpit" in whatever profiles you are using should eliminate the issues. You can even do this from the override as you wouldn't be adding any cascades.

For the record, these are some of the worst examples I was able to capture in the Dolphin, with my current custom profile:

GRUDdSD.jpg

roGyWEk.jpg

cL2B1k0.jpg

VSFkitw.jpg

Isn't there an asteroid base in Pleione, one jump away?

I recall it not being in a ring. I can't remember whether it faces the sun or not though.

I was at Stargazer, but it always faces away from the star.

However, Blackmount Orbital was one jump away and did the trick. I actually used it for testing before, but hadn't bookmarked it.

Anyway, I reverted my general profile to my last set of cascades as the minor improvements I saw in some areas with my new settings were totally dwarfed by how terrible the shadows looked on these out-of-ring asteroid bases.
 
@Old Duck

Did some testing with the Dolphin and it is indeed one of the worst ships for shadow acne in the cockpit. Small, plus a lot of curved surfaces. Not much I can do without compromising the look of other ship interiors, but if you spend a lot of time in the Dolphin, simply increasing the "DepthBias" and "DepthSlopeBias" of the "FrustumCockpit" in whatever profiles you are using should eliminate the issues. You can even do this from the override as you wouldn't be adding any cascades.

For the record, these are some of the worst examples I was able to capture in the Dolphin, with my current custom profile:

GRUDdSD.jpg

roGyWEk.jpg

cL2B1k0.jpg

VSFkitw.jpg



I was at Stargazer, but it always faces away from the star.

However, Blackmount Orbital was one jump away and did the trick. I actually used it for testing before, but hadn't bookmarked it.

Anyway, I reverted my general profile to my last set of cascades as the minor improvements I saw in some areas with my new settings were totally dwarfed by how terrible the shadows looked on these out-of-ring asteroid bases.

Soooooooooo. When are you going to share the updated config??? Nudge Nudge.... Wink Wink
 
Did some testing with the Dolphin and it is indeed one of the worst ships for shadow acne in the cockpit. Small, plus a lot of curved surfaces. Not much I can do without compromising the look of other ship interiors, but if you spend a lot of time in the Dolphin, simply increasing the "DepthBias" and "DepthSlopeBias" of the "FrustumCockpit" in whatever profiles you are using should eliminate the issues. You can even do this from the override as you wouldn't be adding any cascades.
The Dolphin is one of my favorite ships, and right now it's my only ship except the Hauler I used to get it, so I'll take a page from your playbook and copy the Ultra shadow profile down to a lower one and modify it specifically for the Dolphin. I'll also look at this thread again to see what else I might want to change. All in all I do like the Ultra settings, the exception being the Dolphin and the occasional "dancing disco shadows" (what's your official term for this?) I see down on planetary stations.

Also, on the subject of shadows, is there a way to increase the quality of shadows cast by our own headlights? I noticed their lower-quality (fuzzy, low-res) when I was exploring an INRA base on the dark side of a moon. It's not the end of the world - PS4 didn't even give us headlight shadows so I'm not complaining, but now that I'm on a platform that allows me to tinker, I might as well see what I can do!
 
Soooooooooo. When are you going to share the updated config??? Nudge Nudge.... Wink Wink

When it's ready.

Still tuning a few things.

what's your official term for this?

That's also shadow acne. The flicker is due to motion.

Also, on the subject of shadows, is there a way to increase the quality of shadows cast by our own headlights?

You can increase the number of close range frustums (cascades) and increase slice size (effectively the shadow map resolution), but to make these sort of shadows look really good requires a prohibitive number of cascades.

My custom profile is better than default ultra in this regard, but I'd probably need to have eight cascades for just the first 100m or so to remove all glaring issues. This would destroy performance.
 
Seems that some point they capped the number of frustums and/or the maximum distance that the cascaded shadows will render. I tried improving the transition between the 'baked in' shadows and the dynamic shadow cascades by alternately adding and then just extending the last cascade, but I hit the same wall shortly past 10km each time.

Anyway, my latest adjustments to the approach and planet surface shadows seem to be working fine, and I slightly increased the ranges of the general and asteroid field profiles as well. This will probably be the final update for 3.4.

XML:
        <Profile_General>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>480.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>960.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1920.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>3840.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>1.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>420.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>2.75</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>720.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.25</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.004</DepthBias>
                <DepthSlopeBias>1.75</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000025</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>10.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>1.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>40.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.25</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>80.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.75</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.25</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>1.75</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>4096</SliceSize>
            <NumFrustums>1</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>0</Fade>
            <CrossFadeCascades>false</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>1470.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>1.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum0>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1200.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2400.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_AsteroidField>

As before, I've attached a modified GraphicsConfiguration.xml file with my custom profiles in place of the LOW preset. Instructions on where to place this are in the OP.
 

Attachments

  • GraphicsConfiguration.xml.19-09.txt
    73.2 KB · Views: 348
The Dolphin is one of my favorite ships, and right now it's my only ship except the Hauler I used to get it, so I'll take a page from your playbook and copy the Ultra shadow profile down to a lower one and modify it specifically for the Dolphin. I'll also look at this thread again to see what else I might want to change. All in all I do like the Ultra settings, the exception being the Dolphin and the occasional "dancing disco shadows" (what's your official term for this?) I see down on planetary stations.

Also, on the subject of shadows, is there a way to increase the quality of shadows cast by our own headlights? I noticed their lower-quality (fuzzy, low-res) when I was exploring an INRA base on the dark side of a moon. It's not the end of the world - PS4 didn't even give us headlight shadows so I'm not complaining, but now that I'm on a platform that allows me to tinker, I might as well see what I can do!

So if I understand you've switched to PC Old Duck ? =)
 
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