May 9, 2010 at 8:22 PM

Still playing with Example7 -

Is there a way to enable shadows with less overhead?  Maybe make it so my dropped spheres cast a shadow onto the collision model, but not upon each other or themselves?  As it is currently implemented, enabling shadows seems to be creating too much work and results in a low frame rate.  I believe this is handled by the effect file?  Haven't tried it yet on the Xbox to see if it handles this differently.


May 11, 2010 at 6:57 PM

You can reduce the SplitCount or ShadowMapSize.

I haven't actively worked on the cascade shadows for a while (it was a first go at it).  I do know that I'm drawing everything twice per split.  What I should be doing is only drawing the shadow casters and/or receivers that whould affect the shadows per split using bounds checking (possibly in light-space).

The effect file probably isn't the bottleneck.  I would guess drawing the scene multiple times with none of the bounds checking above is the culprit.