Yep, this was with v23 and the EVSMCascadeFullRes set to false.
v24 & v25 likely mitigates these issues somewhat, but I'm seeing what else I can do.
Last edited:
Yep, this was with v23 and the EVSMCascadeFullRes set to false.
<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>650.0</EndDistance>
</Frustum4>
<Frustum5>
<EndDistance>1325.0</EndDistance>
</Frustum5>
<Frustum6>
<EndDistance>2625.0</EndDistance>
</Frustum6>
<Frustum7>
<EndDistance>5300.0</EndDistance>
</Frustum7>
<Frustum8>
<EndDistance>12500.0</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>
<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>
<FirstCascadeScalingAmount>2.0</FirstCascadeScalingAmount>
</AltitudeAdaptation>
<Frustum0>
<EndDistance>0.0</EndDistance>
</Frustum0>
<Frustum1>
<EndDistance>20.0</EndDistance>
</Frustum1>
<Frustum2>
<EndDistance>40.0</EndDistance>
</Frustum2>
<Frustum3>
<EndDistance>80.0</EndDistance>
</Frustum3>
<Frustum4>
<EndDistance>160.0</EndDistance>
</Frustum4>
<Frustum5>
<EndDistance>480.0</EndDistance>
</Frustum5>
<Frustum6>
<EndDistance>1200.0</EndDistance>
</Frustum6>
<Frustum7>
<EndDistance>2400.0</EndDistance>
</Frustum7>
<Frustum8>
<EndDistance>4800.0</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>
<LastCrossFadeCascadesDistance>900.0</LastCrossFadeCascadesDistance>
<NearClipBias>1.0</NearClipBias>
<Frustum0>
<EndDistance>0.0</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>6000.0</EndDistance>
</Frustum8>
<FogShadowMapsEnabled>1</FogShadowMapsEnabled>
<EVSMCascadeFullRes>false</EVSMCascadeFullRes>
</Profile_PlanetSurface>
<Profile_StationInterior>
<SliceSize>16384</SliceSize>
<NumFrustums>9</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>1.0</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>
<FirstCascadeScalingAmount>2.0</FirstCascadeScalingAmount>
</AltitudeAdaptation>
<Frustum0>
<EndDistance>0.0</EndDistance>
</Frustum0>
<Frustum1>
<EndDistance>20.0</EndDistance>
</Frustum1>
<Frustum2>
<EndDistance>40.0</EndDistance>
</Frustum2>
<Frustum3>
<EndDistance>80.0</EndDistance>
</Frustum3>
<Frustum4>
<EndDistance>160.0</EndDistance>
</Frustum4>
<Frustum5>
<EndDistance>480.0</EndDistance>
</Frustum5>
<Frustum6>
<EndDistance>1200.0</EndDistance>
</Frustum6>
<Frustum7>
<EndDistance>2400.0</EndDistance>
</Frustum7>
<Frustum8>
<EndDistance>4800.0</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>600.0</EndDistance>
</Frustum4>
<Frustum5>
<EndDistance>1200.0</EndDistance>
</Frustum5>
<Frustum6>
<EndDistance>2400.0</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>
Just for the record: the flickering shadows bug (on Ultra settings) is still present in asteroid fields after 18.01. It's not easy to test because (unlike in station instances) it does not seem to be there 100% of the time. In some instances it's totally absent, in others the flickering is present from the get go, and it can be anywhere between these two extremes (sometimes the flickering seems to start after several minutes).
I installed the GraphicsConfigurationOverride.xml fix @Morbad sent, gonna report back once I've had enough time to test it.
Is there any way to just shadows at further distances. Right now—regardless if I use your settings or Ultra—the draw distance for shadows seems crazy short. I can see shadows form as I approach the exit to a Coriolis if I start at the back for instance. Or on foot I can literally watch the shadow under my ship start to draw as I walk toward it...
Yesterday I was in an instance with flickering shadows on the further away mountain terrain. I noticed how parts or my entire shadow seemed to be clipping through the ground texture. Could it be that the flickering shadows are actually flipping between showing and not showing due to clipping though the terrain texture?
That's how it looks inside stations at times, it's not like the shadow itself is flickering, it's like you describe, usually on the walls of the letterbox on exit,Yesterday I was in an instance with flickering shadows on the further away mountain terrain. I noticed how parts or my entire shadow seemed to be clipping through the ground texture. Could it be that the flickering shadows are actually flipping between showing and not showing due to clipping though the terrain texture?
Update on the "flickering shadows in rings" issue:If you're back on ultra and the shadow flicker returns try adding the following to your GraphicsConfigurationOverride.xml:
XML:<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <Shadows_Ultra> <Profile_AsteroidField> <Frustum5> <EndDistance>15000.000000</EndDistance> </Frustum5> </Profile_AsteroidField> </Shadows_Ultra> </GraphicsConfig>
I didn't think there was anything that could be done without a patch, but when I was trying to push asteroid shadow distance past their full illumination distance, the flickering seemed to have stopped, for me. All the above does is push out the distance of the last cascade from 9km to 15km; it should be essentially free, performance wise.
Same approach might potentially work with the other profiles, but general seems to have a tighter distance cap, while all the others have special considerations that make it impractical to try to max out shadow distance.
This is what I was talking about in stations. This is with v22.
Plus nose on FC
Approach to station
For what it’s worth, the issue report was submitted just less than a month ago and is the 10th most voted-for by players, and was Acknowledged by FDev within a fairly short time.I‘m surprised that the flickering issue doesn‘t get much attention as it seems.
Federal Corvette and Anaconda.
Hi Morbad,
Planning ahead for tomorrow I started looking for your latest GraphicsConfiguration.xml and GraphicsConfigurationOverride.xml files.
It would be very helpful if there was a sticky thread with links to the latest version of both of them (or I'm being too stupid to easily find them)..
There's a lot less flickering now, both in stations and outside.Not entirely sure if it's related to testing location or not, but 18.02 or 18.03 seems to have changed something with regard to shadows that is costing some detail and introducing artifacts I've rarely seen on the EVSMs.
Edit: I think they tried to fix the flicker they reintroduced with U18 and broke the short distance cascades.
Edit2: Issue isn't even limited to the EVSM shadows. It's like whole frustums vanish at certain ranges. Definitely seems like it's a botched fix for the old flicker bug.