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Annoying, Ugly Shadow Lines #237

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TyrannoWright opened this issue Jul 22, 2015 · 11 comments
Closed

Annoying, Ugly Shadow Lines #237

TyrannoWright opened this issue Jul 22, 2015 · 11 comments

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@TyrannoWright
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After the issue of the colored shadows, I'm getting these lines in the shadows that make some characters look ugly and textures seem annoying along with a framerate drop.

rbdoom3bfg exe_2015-07-22-21-05-07-387
rbdoom3bfg exe_2015-07-22-21-06-06-556

@RobertBeckebans
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Yeah it is the typical shadow mapping acne problem. I couldn't get around
this problem yet.

2015-07-22 23:07 GMT+02:00 TyrannWright notifications@github.com:

After the issue of the colored shadows, I'm getting these lines in the
shadows that make some characters look ugly and textures seem annoying
along with a framerate drop.

[image: rbdoom3bfg exe_2015-07-22-21-05-07-387]
https://cloud.githubusercontent.com/assets/10506744/8837361/daf612a8-307a-11e5-921d-c060e70218ca.jpg
[image: rbdoom3bfg exe_2015-07-22-21-06-06-556]
https://cloud.githubusercontent.com/assets/10506744/8837365/e005a9d4-307a-11e5-99b9-0165aee4275f.jpg


Reply to this email directly or view it on GitHub
#237.

@TyrannoWright
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Shame. Let's hope for a fix soon...
Edit: I also found some areas in maps to have black patches. I would think this is also the acne problem.
rbdoom3bfg exe_2015-07-22-23-03-28-442
rbdoom3bfg exe_2015-07-22-23-03-51-049

@nbohr1more
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Maybe fixable?

#203

@ghost
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ghost commented Oct 9, 2015

@TyrannWright I've noticed that BFG seems to have an issue with gamma correction, often colorizing the textures with purple/green tints which is why things seem a bit off, the only way around it is by setting custom gamma settings in the graphics card driver control panel.

@RobertBeckebans This artifact also appears in Blender's game engine when using shadows, usually improved when using the variance method and increasing the raycast length as well as sample resolution. Not sure if it is the same for the soft shadows you've written.

@RobertBeckebans
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Found something interesting that might help: http://www.dissidentlogic.com/old/images/NormalOffsetShadows/GDC_Poster_NormalOffset.png

@ghost
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ghost commented Jan 22, 2016

Interesting. Near the end of the article, they spoke of post process filtering. Maybe a cheap blur on the shadow pass?

@QcSamuel
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any news on this ?

@Calinou
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Calinou commented Sep 24, 2022

I suppose shadow bias could be increased in the meantime. This will cause shadows to "peter-pan" noticeably around their caster though.

@QcSamuel
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i wonder if the completed vulkan renderer could fix this ?

@Calinou
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Calinou commented Sep 24, 2022

i wonder if the completed vulkan renderer could fix this ?

Vulkan doesn't resolve this in itself. This can also be fixed in an OpenGL renderer by implementing shadow normal offset bias as mentioned above.

@RobertBeckebans
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This has been fixed in the new DX12 / Vulkan backends using temporal anti aliasing.

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