hoom
Veteran
I've been quite intrigued lately by all the talk of shadow mapping as the future of game shadowing & stencil shadowing has no future.
I'm intrigued because there seems to be an error in the typically used algorithm when applied to self shadowing of things that are not on the ground.
When light hits a nearly parallel surface, you get this kind of artifacting: (banding & patchiness of shadow in the lower left quarter of the image)
This is from the soon to be released Nexus: The Jupiter Incident.
I've also seen much the same in Homeworld2 (there were plenty of complaints about it too) and also in screenshots of LoMac.
It seems to me that its some kind of oddity that perhaps doesn't show up often in FPSes, this being presumably the type of game which the algorythm was originally developed, but it is a fairly common occurence with air & space games.
Any thoughts? Is there a solution?
Or since this is the future of gaming, do I just have to learn to live with it?
I'm intrigued because there seems to be an error in the typically used algorithm when applied to self shadowing of things that are not on the ground.
When light hits a nearly parallel surface, you get this kind of artifacting: (banding & patchiness of shadow in the lower left quarter of the image)
This is from the soon to be released Nexus: The Jupiter Incident.
I've also seen much the same in Homeworld2 (there were plenty of complaints about it too) and also in screenshots of LoMac.
It seems to me that its some kind of oddity that perhaps doesn't show up often in FPSes, this being presumably the type of game which the algorythm was originally developed, but it is a fairly common occurence with air & space games.
Any thoughts? Is there a solution?
Or since this is the future of gaming, do I just have to learn to live with it?