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VSM PCF shadows missing since jan?

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claydough polycounter lvl 10
Not sure what the deal is...
But I seem to get very nice shadow quality without the old projection methods.
I did a search for vsm pcf shadows missing but nothing turned up.
And I was wondering if anyone knows what the deal is?
Was there a shadow pipeline strategy argument presented that explained the loss of the other projection techniques?

I am guessing that Icould just re-install an old version ( pre janurary 2011 ) and copy-paste/hack a new light actor with the bProjectionTechniqueYaddaYaddaOptionThingey back into for old style soft shadow.

On the other hand I am guessing that the new pipeline is not actually a sacrifice ( for performance ) but the new shadows don't seem to have any acne.. and look very nice.

Anyone know if as much is true?
Sorry I have been UDK absent fer over a year.

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  • claydough
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    claydough polycounter lvl 10
    On the topic of waiting out for improvements/ being absent.

    Is there a work around or fix for horrible UDK compresion yet?
    Do you guys just double your resolution and ini hack to allow for as much? ( whaqt is the default resolution cap? )
  • sprunghunt
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    sprunghunt polycounter
    claydough wrote: »
    On the topic of waiting out for improvements/ being absent.

    Is there a work around or fix for horrible UDK compresion yet?
    Do you guys just double your resolution and ini hack to allow for as much? ( whaqt is the default resolution cap? )

    Try setting the game to run in maxqualitytexture mode. By putting -MAXQUALITYMODE in the shortcut. This basically runs the game with all the textures at maximum. You can also turn off the texture streaming using -NOTEXTURESTREAMING

    And you can adjust the softness of the shadows by adjusting the light source angle on the dominant directional light. The bigger the number the softer the shadows.
  • claydough
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    claydough polycounter lvl 10
    Thanks...
    The compression flags seem to work however I am sure it is just not defer compression at this point :poly136:.
    I am trying the same but in udk engine .ini bUseMAXQUALITYMODE setting. Might try the streaming option as well but
    I want mip mapping...
    heck, I just want control over where and when and how much compression is used! I do not understand why the default is not easily controllable?
    ( where the end user could ruin strategies/concerns put in place with such flags that bypass as much )

    Which is fine... until it's not.

    Is there any way yet to handle the compression without it being exposed to the end user?
    ( without the end user having access to bypass with a flag in a shortcut, console command or ini setting? )

    sprunghunt wrote: »
    And you can adjust the softness of the shadows by adjusting the light source angle on the dominant directional light. The bigger the number the softer the shadows.

    I tried a light source angle setting of .5 all the way up to 300 on a dominant directional light but do not see any softening?
    Lately ( without vsm or pcf exposed ) I have just used the shadow resolution setting set to small sizes for softening.
    As some gamers r reportedly setting vsm and pcf projection in ini in different UE3 powered games ( Bulletstorm ) I am wondering if all light in UDK are able to have these projection methods exposed with flags ( instead of writing a light actor with the option back in )
    Since the shadow softening seems nice without these projection methods exposed in any gui I can find... I am wondering if the default projection method is using one of these methods already??

    I do not understand why any setting that is tweakable with a flag, just can not be included in the dam editor?

    I have actually only have done very little publishing a long time ago. And concening all these tweaks I am making... Is there a best practices tut/faq for publishing a final result? ( respecting all those tweaks with stable behavior )
  • sprunghunt
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    sprunghunt polycounter
    claydough wrote: »
    Thanks...
    The compression flags seem to work however I am sure it is just not defer compression at this point :poly136:.
    I am trying the same but in udk engine .ini bUseMAXQUALITYMODE setting. Might try the streaming option as well but
    I want mip mapping...

    Turning off the streaming doesn't turn off mip mapping. It just stops the textures from being unloaded and fully loads them every time.
    claydough wrote: »
    Is there any way yet to handle the compression without it being exposed to the end user?
    ( without the end user having access to bypass with a flag in a shortcut, console command or ini setting? )

    Making the compression controllable by you makes the compression controllable by any end user who's prepared to edit the INI files. I've never found this to be a big deal since most people will not edit an INI file.
    claydough wrote: »
    I tried a light source angle setting of .5 all the way up to 300 on a dominant directional light but do not see any softening?

    This works just fine for me. A change of 0.5 to 1 makes the shadows immediately get softer. Perhaps you could post some images of what's happening?
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