Max Distance
Genomaxter
Join Date: 2003-10-11 Member: 21597Members
<div class="IPBDescription">view distance, object shadow distance</div>Engine problem - I hit the max view distance ~ around 3000+ units i believe. (didn't exactly measure). Objects become transparent. (i Barely hit this....)
Engine and Editor problem - Objects don't make shadows if they are over 500 units away from the target light. Big problem for an area I'm creating.. <b>very few</b> lights, except for one bright outdoors light which isn't casting shadow on some objects inside the room.
Anyone else have these problems or similar ones? anyway to correct these using lua or would this be an engine thing?
If i need to post screenshots I will.
Engine and Editor problem - Objects don't make shadows if they are over 500 units away from the target light. Big problem for an area I'm creating.. <b>very few</b> lights, except for one bright outdoors light which isn't casting shadow on some objects inside the room.
Anyone else have these problems or similar ones? anyway to correct these using lua or would this be an engine thing?
If i need to post screenshots I will.
Comments
i have a 2000 distance directional light (i tried 3000 units, i tried omni as well..) shadow's refuse to show on objects past 500 units.
oh and this does NOT seem to be a problem vertically..... it works vertically.
This, shadow rendering is currently experiences some bugs and is not rendering properly.
The obvious example of this is the differences in shadows when you are near them versus far away from them.
Any information about the max view distance? whether its going to be upped any?
I'm on WinXPsp3, amd64, 8800gts
Edit: I loaded up the map in the editor, and it appears to only happen to shadow-casting lights. Stranger still, it doesn't happen to every shadow-casting light, and for lights that it does happen to, it doesn't happen every time; I can find one, go back and forth near it and watch it fade in and out, but then leave the area and return later to find the same light working just fine.
I grok fading the shadows out as you go <b>away</b> from them, for performance, but in my case it's backwards: I can see the shadows <b>only</b> while far away, and they disappear as I get <b>closer</b>. That doesn't seem right.
Incidentally, it kind of reminds me of something that used to happen in WoW: little flavor doodads on the ground (skulls, books, etc) would disappear when I got close to them, and reappear when I backed off or started turning my camera away from them. That also seemed like a performance optimization calculated backwards. In both cases I had an AMD64 cpu and 8800 GTS video chip, but everything else is different: linux+wine vs. windows xp, different physical video cards (512mb vs 320mb variants), different driver versions, different game engines.
I wonder, is there something built into the DirectX language that does this optimization for you on the video hardware (like "only render this geometry/light/etc if it's within X of the camera")? If so, I wonder if the 8800 GTS, or maybe nvidia's drivers, have a bug that causes this.