3 ms·
Yeah, the light system is problematic, and I believe pancaking is a real problem for shadows for instance. Carinou mentions some work arounds in the subreddit.
by prox 5y ago
Yeah, the light system is problematic, and I believe pancaking is a real problem for shadows for instance. Carinou mentions some work arounds in the subreddit.
Godot 4 should see a lot better results.
- nextaccountic 5y ago> Carinou mentions some work arounds in the subreddit. I can't find it, do you have a link?
- prox 5y agohttps://www.reddit.com/r/godot/comments/9p0adp/could_shadows_be_tweaked_to_connect_better_by/ https://www.reddit.com/r/godot/comments/9p0adp/could_shadows... https://www.reddit.com/r/godot/comments/p9hl5y/directional_light_shadows_are_awful_no_matter/ https://www.reddit.com/r/godot/comments/p9hl5y/directional_l... https://www.reddit.com/r/godot/comments/oa75ej/shadows_in_3d_are_super_problematic/ https://www.reddit.com/r/godot/comments/oa75ej/shadows_in_3d... Last link is the one I read, but the others might help you as well. It’s Calinou btw, always write his name wrong.
- kvark 5y agoHow is Godot4 going to improve this?
- smoldesu 5y agoProbably by dropping support for older OpenGL versions and pushing for Vulkan on as many platforms as possible. The extra performance overhead will enable all the fancy effects you're probably thinking about, like bloom, accurate AO, subsurface scattering and screen-space reflection.
- kvark 5y agoAh ok. I thought that the techniques of dealing with shadow issues aren't always requiring new API capabilities, so it seemed strange that something would be blocked on Vulkan.