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5. Re: Still same issue as any other engine Feb 16, 2013, 13:52 JeffD
 
I did not find this dissapearing shadow glitch you are seeing. I played with the time setting to get the just after sunrise time period where shadows were on, and in fact what I was seeing was that the mountains wern't casting shadows, just the surface models. This led to long streaks in the grass, only noticeable when shadows were at their longest.

Keep in mind though, every one does this. If anything, this engine does a descent job in ambient light for far off models to show a light side and dark side (I am not sure if it actually renders a true shadow or if it just changes the ambient texture brightness). It is not perfect, but then it is currently impossible to do a full global shadow to everything being rendered and have it be even remotely playable. Much like LOD and culling, shadows have a cut off distance.

Also because current methods of shadows are still pretty fake (rendering a single texture based on a single light source, multiple light sources at once not accepted, overlapping shadows do not change in shadows intensity) they can still be pretty glitchy. I don't know of any engine where shadows are perfect (GTA who does a really good job in global shadows will stop rendering them in flight). And VERY few games offer up dynamic day cycled probably to avoid such things.

Textures are minimal (not low res per say, just not a big variety, it is a tree simulator) but then that wasn't the point of the test, and never is. If a game is losing frames because its loading to many textures, then that is just crappy coding on the games part.

 
 
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