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PSSM shadows, doubling and tripling triangle count #468667
10/12/17 14:50
10/12/17 14:50
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
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Joined: Apr 2002
Posts: 1,246
ny
Hello,

Without PSSM shadows activated, I get the correct amount of visible entities in the statistics/diagnostics tab. However, if you turn pssm_run(3) on, the entity count doubles and triples in some cases. The Manual says each split requires a pass, which Im assuming is rendering the whole scene again for each pass.

Just curious if anyone else sees the same thing regarding PSSM shadows. I used to have it on as default graphics settings for my game, but I think it should only be turned on for higher end systems.

Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman] #468682
10/12/17 19:46
10/12/17 19:46
Joined: Jul 2014
Posts: 72
D
DriftWood Offline
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DriftWood  Offline
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Joined: Jul 2014
Posts: 72
This is a fact of rendering PSSM. I used Slin's improved but it was not much better.

Each split is a camera view. 3 is 3 view and 3 times the entity rendered per pass.

Try keeping it at 2 for smaller scenes. Also if you're not using Slin's improved code - it's better than the default PSSM.

Re: PSSM shadows, doubling and tripling triangle count [Re: DriftWood] #468686
10/13/17 00:42
10/13/17 00:42
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
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ny
how is Slin's better?

Is it possible to have 1 split, but have that split be the highest resolution split in the chain?

Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman] #468707
10/13/17 16:37
10/13/17 16:37
Joined: Jul 2014
Posts: 72
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DriftWood Offline
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DriftWood  Offline
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Posts: 72
Slin's fixes shadow flickers. It's better or was at the time.

1 split is possible but might not be recommended. Camera clip rangers are very important and should be as small as possible.

Here's the reader link. http://www.conitec.net/beta/shadows_c.htm

Re: PSSM shadows, doubling and tripling triangle count [Re: DriftWood] #468709
10/13/17 17:05
10/13/17 17:05
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
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Posts: 1,246
ny
I can do 1 split, but for some reason, the only shadow map that visible is the lowest resolution. If I could get a single split, but have that split be the highest resolution, I could easily accept a low clip range and have that shadow cut off at a certain distance.

Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman] #468712
10/13/17 17:38
10/13/17 17:38
Joined: Jul 2014
Posts: 72
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DriftWood Offline
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DriftWood  Offline
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Joined: Jul 2014
Posts: 72
pssm_res ?? Maybe

PSSM for me was a frame rate killer. It was nice but choked the game.

Last edited by DriftWood; 10/13/17 17:39.

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