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#468667 - 10/12/17 16:50 PSSM shadows, doubling and tripling triangle count
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1170
Loc: 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.
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#468682 - 10/12/17 21:46 Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman]
DriftWood Offline
Junior Member

Registered: 07/03/14
Posts: 70
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.

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#468686 - 10/13/17 02:42 Re: PSSM shadows, doubling and tripling triangle count [Re: DriftWood]
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1170
Loc: 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?
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#468707 - 10/13/17 18:37 Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman]
DriftWood Offline
Junior Member

Registered: 07/03/14
Posts: 70
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

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#468709 - 10/13/17 19:05 Re: PSSM shadows, doubling and tripling triangle count [Re: DriftWood]
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1170
Loc: 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.
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#468712 - 10/13/17 19:38 Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman]
DriftWood Offline
Junior Member

Registered: 07/03/14
Posts: 70
pssm_res ?? Maybe

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


Edited by DriftWood (10/13/17 19:39)

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