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Remove some more remnants of 'allow shadow map overlap'
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Capostrophic committed May 8, 2024
1 parent 93aa887 commit 5aa67ab
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2 changes: 1 addition & 1 deletion docs/source/reference/modding/settings/shadows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -221,7 +221,7 @@ split point uniform logarithmic ratio
:Default: 0.5

Controls the ratio of :math:`C_i^{log}` versus :math:`C_i^{uniform}` used to form the Practical Split Scheme as described in the linked paper.
When using a larger-than-default viewing distance and distant terrain, and you have `allow shadow map overlap`_ enabled, larger values will prevent nearby shadows losing quality.
When using a larger-than-default viewing distance and distant terrain, larger values will prevent nearby shadows losing quality.
It is therefore recommended that this isn't left at the default when the viewing distance is changed.

split point bias
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2 changes: 1 addition & 1 deletion files/settings-default.cfg
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Expand Up @@ -1016,7 +1016,7 @@ maximum shadow map distance = 8192
# Fraction of the maximum distance at which shadows begin to gradually fade away.
shadow fade start = 0.9

# Indirectly controls where to split the shadow map(s). Values closer to 1.0 bring more detail closer to the camera (potentially excessively so), and values closer to 0.0 spread it more evenly across the whole viewing distance. 0.5 is recommended for most viewing distances by the original Parallel Split Shadow Maps paper, but this does not take into account use of a Light Space Perspective transformation, so other values may be preferable. If some of the terms used here go over your head, you might not want to change this, especially not without reading the associated papers first. When "allow shadow map overlap" is combined with a higher-than-default viewing distance, values closer to 1.0 will prevent nearby shadows losing a lot of quality.
# Indirectly controls where to split the shadow map(s). Values closer to 1.0 bring more detail closer to the camera (potentially excessively so), and values closer to 0.0 spread it more evenly across the whole viewing distance. 0.5 is recommended for most viewing distances by the original Parallel Split Shadow Maps paper, but this does not take into account use of a Light Space Perspective transformation, so other values may be preferable. If some of the terms used here go over your head, you might not want to change this, especially not without reading the associated papers first. When using a higher-than-default viewing distance, values closer to 1.0 will prevent nearby shadows losing a lot of quality.
split point uniform logarithmic ratio = 0.5

# Indirectly controls where to split the shadow map(s). Positive values move split points away from the camera and negative values move them towards the camera. Intended to be used in conjunction with changes to 'split point uniform logarithmic ratio' to counteract side effects, but may cause additional, more serious side effects. Read the Parallel Split Shadow Maps paper by F Zhang et al before changing.
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