Shadow Quality/Stability Issues
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Hi hi,
I've been playing around with getting a demo I've been working on (Museum of the Microstar) running on the Rift, and I'm getting some unusual issues with the real-time shadows. Namely, point light shadows are being drawn/caluculated almost as though the resolution were far lower, or the light isn't passing beyond a certain distance, and the shadowing is doing all sorts of weird things. I'm rather puzzled, as even when the viewer is running at higher resolutions (1920x1200), this still occurs.
OculusLighting.jpg
This occurs whether or not the distortion shader is active.
Any ideas guys?
(demo is running linear, deferred mode (i don't mind the aliasing), HDR, shadow is from point light in center of scene).
I've been playing around with getting a demo I've been working on (Museum of the Microstar) running on the Rift, and I'm getting some unusual issues with the real-time shadows. Namely, point light shadows are being drawn/caluculated almost as though the resolution were far lower, or the light isn't passing beyond a certain distance, and the shadowing is doing all sorts of weird things. I'm rather puzzled, as even when the viewer is running at higher resolutions (1920x1200), this still occurs.
OculusLighting.jpg
This occurs whether or not the distortion shader is active.
Any ideas guys?
(demo is running linear, deferred mode (i don't mind the aliasing), HDR, shadow is from point light in center of scene).
