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Virtual shadows look grainy #21
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I think the CVAR that's probably responsible for it looking so grainy is the ray count one. If you look at the default scalability settings for UE5.0, the game is actually running at low settings for VSMs. In any kind of tracing of rays, a lower count is going to result in a noisier resolve. What the game runs at: [ShadowQuality@Cine]
r.Shadow.Virtual.MaxPhysicalPages=1024
r.Shadow.Virtual.RadiusThreshold=0.1
r.Shadow.Virtual.DynamicRes.MaxResolutionLodBias=2
r.Shadow.Virtual.DynamicRes.MaxPagePoolAllocation=0.85
r.Shadow.Virtual.DynamicRes.VisibleCountExtraAllocation=0
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.5
r.Shadow.Virtual.ResolutionLodBiasLocal=0.0
r.Shadow.Virtual.SMRT.RayCountDirectional=6
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=1
r.Shadow.Virtual.SMRT.RayCountLocal=1
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=1
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=0
r.Shadow.Virtual.SMRT.DirectionalSampleColumn=1
r.Shadow.Virtual.SMRT.RayLengthScaleDirectional=3.2
r.Shadow.Virtual.SMRT.TexelDitherScale=15.5
r.Shadow.Virtual.SMRT.DitherByDistance=1
r.Shadow.Virtual.SMRT.Contrast=16
r.Shadow.Virtual.Cache.MaxMaterialPositionInvalidationRange=5000
r.Shadow.Virtual.Cache.MaxInvalidationScreenSize=0.04
r.Shadow.Virtual.Cache.MaxFrameSeperateInvalidation=-1
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 UE5.0 default Scalability.ini [ShadowQuality@3]
r.Shadow.Virtual.MaxPhysicalPages=4096
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.5
r.Shadow.Virtual.ResolutionLodBiasLocal=0.0
r.Shadow.Virtual.SMRT.RayCountDirectional=8
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=4
r.Shadow.Virtual.SMRT.RayCountLocal=8
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=4
r.Shadow.Virtual.NaniteShadowLODScaleBias=0
[ShadowQuality@Cine]
r.Shadow.Virtual.MaxPhysicalPages=8192
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.5
r.Shadow.Virtual.ResolutionLodBiasLocal=0.0
r.Shadow.Virtual.SMRT.RayCountDirectional=16
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=8
r.Shadow.Virtual.SMRT.RayCountLocal=16
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=8
r.Shadow.Virtual.NaniteShadowLODScaleBias=0 Edit: Ah you're right, the texel dither scale option does make a large difference. 1 appears to be the UE5.0 default so I think what would make the most sense is to apply the high setting CVARs when VSMs are enabled. |
Added the high quality CVars when enabling virtual shadowmaps in v0.8.5 |
Thanks Lyall. With the update to version 0.8.5, if I simply set |
Yes! No other modifications required. |
Hey Lyall, Really appreciate your mod! Just wanted to ask if the above fix for the grainy shadows is enabled only when the in-game shadow quality is set to cinematic, cause that's what's happening in my case. For example, changing the value of r.Shadow.Virtual.SMRT.TexelDitherScale in the console doesn't seem to affect shadows at all, unless my shadow quality is set to cinematic. |
Try changing the shadow quality to cinematic, that worked for me! |
Yup just saw your post after making mine. It does seem to only work if it's set to Cinematic. |
Where did you get the scalability settings for this game? I wanted to play around with ray counts but
is empty. |
Custom cvars seem to also not work. If I try to set I am also unable to set |
Hi together, hi @Lyall, In Advance: thank you for your hard work! It is SO appreciated since it really makes the game a better experience. What I wanted to ask is the following, similiar to questions "DoomPenguin9" asked/mentioned: Now we can use the VSM, great, looking very cool. Those parameters literally do nothing when adding to either Why do I want to add those parameters above? Is it possible to add a kind of toggle in your WukongTweak like: Comparison for the parameters to judge for yourself: 0 = Soft Shadows: 1 = Normal Shadows: 2 = Crisp Shadows (the current WukongTweak.ini): Looking forward to what you think of this approach 👍 Regards! |
The default shadows settings provided by the mod achieve the best visual balance imo. |
Can we have the grainy effect on virtual shadows disabled and have them look sharp and solid like in every other game?
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