yes, with decal shadows it is much faster, but combining pssm with decal shadows is possible only by ent_decal that requires a short c_trace for each unit in every frame, which becomes also expensive as unit count increases. I want to use c_trace for units only when they are walking not on terrain, I mean normally they are using stored surface data. but maybe there is an optimal combination I have not tested yet. maybe pssm shadows should be somehow clipped over a certain distance, but until now I could not modify the pssm shader successfully, maybe I need a more simple shadowmapping system.


Free world editor for 3D Gamestudio: MapBuilder Editor