Object visible range does not affect shadows


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If object has inf visible distance and there is global object visibility set on for example 200 (settings/visible distances), object still cast shadow in case shadow global visibility is over 200 (settings/shadows). I think global object visibility should have priority over global shadow visibility (objects which are not visible based on object global visibility distance should not cast shadows).
 

Edited by demostenes
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Hello Demostenes,

I confirm this behavior. We'll need time to check it, more likely you see the general result of dividing object and shadow visibility distances. Looks buggy, indeed.

May I ask you why you've decided to use different values?

Thanks.

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Well, forests with big shadow visiblity look by far better and performance cost is surprisingly small (shadow distance 4000). I was trying to use SSS for this long distance shadows, but it seems, that it does not affect landscape terrain bellow (1st screen SSS only, 2nd with regular shadows). But of course there is no reason to see other objects, so I ve set object visibility to 200. And rest was just coincidence, I ve noticed, that objects with inf visibility (which was wrong setting anyway), cast shadows. I am not sure if this is final setting anyway, but this behaviour seemed wierd to me. Anyway it is nothing critical, correct visible distance for all objects solves it anyway.
 

 

Edited by demostenes
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I ve also noticed other behaviour, not sure if it is intended. I have for example 10k nodes, with maximum surface visibility 200m. Even from 6000 meters  (also facing these nodes backwards does not help), performance impact is HUGE (eats 1/2+ of FPS, with global shadows limited to 200 it eats 1/3 of FPS). But if I use global object visibility 200, it costs nothing (same FPS like these nodes are turned off). So I need to keep both global shadows and object visibility low, otherwise large group of nodes will eat almost all performace, I need to be at least 10km away (there is big increase of performance), to have similiar performance like with these nodes turned off. 

It can be easily reproduced in ou project data\esqworld\demo_test.world, I ve put large group of nodes into dummy node there (rev 1810+). For screens I ve turned vegetation off, so terrain FPS are more or less constant:
image.thumb.png.b2626289c351c2b4d84abb3292b34fa4.png

 

 

 

Edited by demostenes
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  • 1 month later...

Any progress with finding/solving this issue? Thanks.

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Hi Jirka,

Sorry for the delay. Our dev team didn't have a much time to take a closer look into this.

This issue is in our list of priority tickets that we need to check prior 2.13 release, so there is a good chance that we will know the root cause of this behavior.

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  • 2 weeks later...

We found the root cause of this behavior and fixed (although, this will be released in 2.14 only).

We also slightly optimized spatial tree for such use-cases, so the big amount nodes in the same coordinate will not affect the performance so much (this also includes the shadows calculations in separate thread).

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14 hours ago, silent said:

We found the root cause of this behavior and fixed (although, this will be released in 2.14 only).

We also slightly optimized spatial tree for such use-cases, so the big amount nodes in the same coordinate will not affect the performance so much (this also includes the shadows calculations in separate thread).

Thanks for good news. Does it mean, that there will be no need for devices like world switcher as vvvaseckiy suggested in other thread? In open world game we cant afford any performance loss caused by distant (out of max visibility) objects. On the other side we want to have visibility at least several Kms, to fully utilize unigine capabilities (it looks so much better). I am absolutelly sure, that number of nodes in our world will only grow. Now we have base of all big cities, but there will be countless points of interests in the world, but of course with at least one order of magnitude less nodes. Thanks.

 

 

 

Edited by demostenes
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