http://members.iracing.com/jforum/posts/list/2555288.page


Alleen voor iRacing members:We’re very excited to announce that a new method of shadow mapping, which works for dynamic objects, such as the cars, cockpits, and pit objects has entered alpha testing! It has been quite a long time in development as the approach is very sophisticated. The technique provides nearly the same quality as two pass shadow volumes, but exhibits better performance than even one pass shadow volumes. It really helps inside cars with roof tops, such as the Corvette C6R and with fields of cars.
This new method eliminates a large chunk of CPU usage that was spent computing silhouette edges of models and extruding geometry, a lot of PCI bus transfers to the GPU, and a huge amount of fill rate. Is is much more compatible with multiple GPU's than the shadow volumes were.
We expect two pass shadows will be removed from the engine completely if all goes as planned, and one pass shadow volumes will only remain for night tracks.
This new dynamic shadow mapping works in conjunction with the existing shadow maps, which have now had their filtering restored to pre-patch levels - we saw your feedback about that. The filtering repair is also currently in alpha testing.
Here are a couple screen shots showing the new shadow mapping (this is very much a work in progress):
his particular change doesn't affect day/night transitions, but we have another project going on which I think is about to enter testing sometime soon which is a step towards that goal - proper tree shadows that actually cast from trees. Currently the tree shadows are sort of fixed and don't move with the sun properly, we're fixing that as the first step.
This shadow map change is so that many of us will now be able to drive with car shadows enabled.
[ Voor 15% gewijzigd door Niellie41 op 17-02-2013 15:01 ]