Elvas Tower: Why is the "ShadowAllShapes" setting hidden? - Elvas Tower

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Why is the "ShadowAllShapes" setting hidden? Rate Topic: -----

#11 User is offline   vince 

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Posted 29 November 2017 - 09:44 PM

I had recently suggested that the OR team look into a shadow all shapes within n radius of the player. Would that be possible?
Another . . . maybe shadow all shapes within n meters of a rail line?

I note that all shapes are shadowed in TSRE if selected in the settings. Forest regions look okay but i'd guess that Goku's editor uses a different method for shadow generation? example:Attached Image: ForestRegionShadowsTSRE.jpg

regards,
vince

#12 User is offline   elvasleis 

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Posted 29 November 2017 - 09:58 PM

I think shadows are excellent in OR and I liked them from the start.
The way the shadows are cast on to moving rolling stock from track side objects is great.
Another happy customer.

#13 User is offline   Csantucci 

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Posted 30 November 2017 - 10:01 AM

View Postvince, on 29 November 2017 - 09:44 PM, said:

I had recently suggested that the OR team look into a shadow all shapes within n radius of the player. Would that be possible?

I think it's a reasonable idea. I am testing a solution where all shadows, not only those generated if ShadowAllShapes is set, are displayed only if the object's distance is nearer than half of maximum viewing distance.

#14 User is offline   Csantucci 

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Posted 01 December 2017 - 12:51 AM

In my testing version I added a further option enabling shadows only up to half of the viewing distance. A first test shows that with this further option enabled together with the ShadowAllShapes, the FPS near those with such two options disabled. So it seems useful to have this further option, or even to have it as a hidden true default.

#15 User is offline   James Ross 

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Posted 01 December 2017 - 08:32 AM

View PostCsantucci, on 01 December 2017 - 12:51 AM, said:

In my testing version I added a further option enabling shadows only up to half of the viewing distance. A first test shows that with this further option enabled together with the ShadowAllShapes, the FPS near those with such two options disabled. So it seems useful to have this further option, or even to have it as a hidden true default.

This post is very confusing to me, as dynamic shadows already default to half the viewing distance! This is the actual code in RenderProcess around line 142:

            if (Game.Settings.ShadowMapDistance == 0)
                Game.Settings.ShadowMapDistance = Game.Settings.ViewingDistance / 2;

"ShadowMapDistance" is a hidden setting you can override, should half the viewing distance not be appropriate.

#16 User is offline   Csantucci 

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Posted 01 December 2017 - 09:54 AM

Hi James,
I'll have a better look at this.

#17 User is offline   Csantucci 

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Posted 01 December 2017 - 01:25 PM

OK, in effect also shapes added with the "ShadowAllShapes" option are subject to the half ViewingDistance check, so I left the feature as present here http://www.elvastowe...post__p__228673 .
Committed in x.3993.

I made a check comparing behaviour of the distance check I had developed (and then abandoned) with the one already present in the code. In fact my check was more restrictive, and in particular many terrain patches were considered outside shadow drawing area while they are considered inside with the available check, which could explain the differences in frame rate I found. I renounced to understand why my abandoned check was more restrictive.

#18 User is offline   Csantucci 

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Posted 01 December 2017 - 01:48 PM

OR manual updated in x.3994.

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