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by ffhhj 1628 days ago
Congrats for the release, looks great! Not a criticism, but model projected shadows (not prebaked on lightmaps) are very jagged or really low-res, reminds me of early Unity shadows. I know Unity worked hard to improve them for years and acquired experts on shaders, because users complained and even moved to Unreal for that reason alone. Not sure if there are now well known solutions to get highly defined shadows, but I'm curious on your plans to improve them.
1 comments

Yup shadows are notoriously difficult to make pretty in all situations. Fortunately we do have a number of "shadow quality" improvements in progress: https://bevyengine.org/news/bevy-0-6/#more-renderer-features. And we'll probably be improving shadows indefinitely from now on. The tech in that space is constantly evolving.
I'd like to see irregular Z buffers deployed in a modern graphics engine, as they actually provide pixel-perfect shadows without the need for raytracing hardware. They're pretty experimental, though. Maybe I'll take a stab at implementing them in Bevy sometime :)