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This next screenshot uses three depthmaps with each a resolution of 1024*768 (which I did not want, but currently the results are strange when using 1024*1024).
i had the same problem. you have to use bmap_zbuffer() and the latest beta to fix this.

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This is the same shadow as above but blurred using some kind of "Plug and Play" Percantage Closer Filtering from NVIDIA.
how does this work? how can it be enabled?