Gamestudio Links
Zorro Links
Newest Posts
Sam Foster Sound | Experienced Indie Game Composer for Hire
by titanicpiano14
9 minutes 25 seconds ago
Starting Zorro
by dpt
Today at 16:51
Lost Key
by jcl
Today at 13:58
Aum119 is ready
by Iglarion
Today at 13:09
Zorro on Linux
by Nanitek
Today at 11:08
AUM Magazine
Latest Screens
RPG PARTY
Triton Wing now available on Steam
AckCon'17: Lotter vs The World
Triton Wing
ZeaL
Who's Online
26 registered (Ch40zzC0d3r, Iglarion, dpt, gtell, Dbat, ezaffa, Dalla, firecrest, alibaba, 2 invisible), 475 Guests and 4 Spiders online.
Key: Admin, Global Mod, Mod
Newest Members
vivekkumar, Hale75, victrades, htj, anufriyev
17781 Registered Users
Topic Options
Rate This Topic
#468667 - 10/12/17 16:50 PSSM shadows, doubling and tripling triangle count
jumpman Offline
Serious User

Registered: 04/17/02
Posts: 1126
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.
_________________________
A8 Pro 8.47

Top
#468682 - 10/12/17 21:46 Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman]
DriftWood Offline
Newbie

Registered: 07/03/14
Posts: 32
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.

Top
#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: 1126
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?
_________________________
A8 Pro 8.47

Top
#468707 - 10/13/17 18:37 Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman]
DriftWood Offline
Newbie

Registered: 07/03/14
Posts: 32
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

Top
#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: 1126
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.
_________________________
A8 Pro 8.47

Top
#468712 - 10/13/17 19:38 Re: PSSM shadows, doubling and tripling triangle count [Re: jumpman]
DriftWood Offline
Newbie

Registered: 07/03/14
Posts: 32
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)

Top


Moderator:  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | resources | magazine | manual | support faq | bugs | beta features

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) 3dgamestudio.net