Game Development Community

questionable LOD shadow solved($pref::PSSM::detailAdjustScale)

by TheGasMan · in Torque 3D Professional · 02/04/2011 (12:34 pm) · 7 replies

There is a considerable distance where the shadow of 1 LOD remains before the correct LOD shadow pops-in.
- I can't show the real model I am working on due to an NDA..so hopefully this example is enough.

Related to: sun, scattersky.

torque.abigholeintheweb.com/public_system/useruploads/lod_shadow_issue.jpg

#1
02/04/2011 (1:09 pm)
Well that's an interesting one. This has probably been overlooked as an issue since the LODs on most models keep such a similar shape. Can you send me that model to use as a test case?
#2
02/04/2011 (1:18 pm)
I'll make another and send it over. thx.
#3
02/05/2011 (8:12 am)
Maybe it's related to this setting?

$pref::PSSM::detailAdjustScale
#4
02/05/2011 (11:00 am)
Oscar has it. Thanks.
0.85 should be 1.0..unless there is a reason for that.

I can think of several uses for the setting, but the default setting of 0.85 has me perplexed.
#5
02/05/2011 (11:11 am)
@eb

It's 0.85 because most LODs are very similar to the original model. By defaulting to this value you will get significant wins on scenes with lots of models. We left this as a tweakable value for special cases like yours.
#6
02/05/2011 (11:32 am)
Tom, sure sure. Good common sense stuff. I appreciate the reply to confirm my assumptions.

Hey, may I ask why this a global setting and not per model/instance ?
(I just realized this may sound like a jerk question, don't take it that way.)
#7
02/11/2011 (1:49 pm)
Before you read this; note that I don't think this needs to really get changed, it would be nice but it's easy enough to work around.
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I don't see this as an artist's saving grace, it's more of a CPU helper and only that. Moderate to complex scenes that need this change for 1 model, suffer without proper cause.

I would have suggested this to be allowed(text theory);
Bridge.pssmshadowpref = 1.0;
*.pssmshadowpref = 0.85;

anyways, we can always dream :D