Max map size for shadows
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Max map size for shadows
Yo,
Was just building a map, when I suddenly remebered somthing about map width and shaodws not working with long maps...
I been chating with Forb, he rekons its like 34 or 36 wide they stop working (and this is how big my maps width is). He was unsure though as to wether it was an ATi card problem, A global problem, or if it had been fixed...
So questions two fold... anyone know what width it stops at, and two
Is anyone intrested in fixing it??
PS: I know someones bound to go "its in teh new map format" but I dont care if it is... It would be nice to have it in both formats!! Especialy as were keeping them both!
aGorm
Was just building a map, when I suddenly remebered somthing about map width and shaodws not working with long maps...
I been chating with Forb, he rekons its like 34 or 36 wide they stop working (and this is how big my maps width is). He was unsure though as to wether it was an ATi card problem, A global problem, or if it had been fixed...
So questions two fold... anyone know what width it stops at, and two
Is anyone intrested in fixing it??
PS: I know someones bound to go "its in teh new map format" but I dont care if it is... It would be nice to have it in both formats!! Especialy as were keeping them both!
aGorm
- Forboding Angel
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- Joined: 17 Nov 2005, 02:43
Ahh.. so its the older nvida and the ati cards that it dont work on right?? is there any way around it?? (OMG its SJ, you the man...)
It occers to me why cant the map just be stretched over the whole map?? Or is that just crasy talk?? (ok so the shadows would not look so good, but it would mean even older cards could run shadows, because you could force your card to always use a smaller texture, IE a half size one, a quarter size one... ect..., and switch to a lower res one if map dictated due to it being long.)
(ps i have no idea if what im saying is even remotly feasable...)
(oh and will shadows work on newer hardware which can handle said larger textures, or did you code the limit in to be safe??)
(ps im sure my 6800 can do more than 2048...)
aGorm
It occers to me why cant the map just be stretched over the whole map?? Or is that just crasy talk?? (ok so the shadows would not look so good, but it would mean even older cards could run shadows, because you could force your card to always use a smaller texture, IE a half size one, a quarter size one... ect..., and switch to a lower res one if map dictated due to it being long.)
(ps i have no idea if what im saying is even remotly feasable...)
(oh and will shadows work on newer hardware which can handle said larger textures, or did you code the limit in to be safe??)
(ps im sure my 6800 can do more than 2048...)
aGorm
How do you know they're calculated for the parts you don't see?Whya re there shadows calculated for the entire map when we should onyl ahve them calculated for what we're looking at?

The invisible other parts are able to cast shadows too, so they must also be used when generating shadows.
However spring uses nonlinear shadowmaps, so distant parts have a lower shadowmap resolution as nearby parts. Quite complex and clever really, and about the best thing you can do without using pregenerated lighting solutions.
DX9 specify that graphic card must handle 2048*2048 texture.
As it's the most used 3d API, I don't think we must blame ATI who follow the rules.
Wait for DX10 card, they will have to handle 8192*8192 texture.
(I'm not keen of DirectX, but a bit of unification is a good thing ihmo. With this point of view, directX is a good thing)
As it's the most used 3d API, I don't think we must blame ATI who follow the rules.
Wait for DX10 card, they will have to handle 8192*8192 texture.
(I'm not keen of DirectX, but a bit of unification is a good thing ihmo. With this point of view, directX is a good thing)
Seems to me that it's time for multi-mode shadow solutions, just like we have with the water.
Why not have the faded-round style shadows as a software-rendered backup? Just cast one down from every unit, size depending on yardmap size, switchable with the hardware shadows in the Config program. It's simple, VERY cheap (2 alpha-blended poly per unit more), and will work on ALL vid cards. May not be the best graphics like the shadows we have now, but it's certainly better than the nothing I used to play with.
Why not have the faded-round style shadows as a software-rendered backup? Just cast one down from every unit, size depending on yardmap size, switchable with the hardware shadows in the Config program. It's simple, VERY cheap (2 alpha-blended poly per unit more), and will work on ALL vid cards. May not be the best graphics like the shadows we have now, but it's certainly better than the nothing I used to play with.