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Dynamic shadows

Posted: Sun Apr 16, 2017 10:00 pm
by MxWayGamer
Hi JLV (and other players) !

I know, this subject isn't new but I didn't find a recent topic about it.
Why MX Simulator didn't have a shadow systems ? In the past, I think is about the power of computer but now, lot of player have a "good" pc and can run MX Simulator with 125FPS and more and the game is playable with only 60FPS.

Why you don't try to implement this systems now ? I ask it because I watched MX Bike edit and it's very beautiful with rider shadow.

Thanks for your answers !

Re: Dynamic shadows

Posted: Sun Apr 16, 2017 10:32 pm
by Mr. Wiggles
I'm still on a 2010 toshiba laptop with a broken screen and an hdmi cord to the tv to play

Re: Dynamic shadows

Posted: Sun Apr 16, 2017 10:47 pm
by Boblob801
Mr. Wiggles wrote:I'm still on a 2010 toshiba laptop with a broken screen and an hdmi cord to the tv to play
Then we'll just make it a settings toggle and you can have it off??

Re: Dynamic shadows

Posted: Sun Apr 16, 2017 11:19 pm
by Mr. Wiggles
Boblob801 wrote:
Mr. Wiggles wrote:I'm still on a 2010 toshiba laptop with a broken screen and an hdmi cord to the tv to play
Then we'll just make it a settings toggle and you can have it off??
Yes or go fund me a new pc 8)

Re: Dynamic shadows

Posted: Mon Apr 17, 2017 3:03 pm
by MxWayGamer
Boblob801 wrote:
Mr. Wiggles wrote:I'm still on a 2010 toshiba laptop with a broken screen and an hdmi cord to the tv to play
Then we'll just make it a settings toggle and you can have it off??
I will say the same ^^ Players with little pc switch off shadow and other people can switch on. Or may be with intermediate level like "Only object shadown", "only rider shadow", etc...

Re: Dynamic shadows

Posted: Sat May 11, 2024 8:35 pm
by Lyp3
I think it have something to do with the game engine. This engine is very poor and power eater, it’s a really old game engine that can’t cast live shadows I’m affraid…

Re: Dynamic shadows

Posted: Sun May 12, 2024 2:42 am
by jlv
Lyp3 wrote: Sat May 11, 2024 8:35 pm I think it have something to do with the game engine. This engine is very poor and power eater, it’s a really old game engine that can’t cast live shadows I’m affraid…
Dang. The terrain engine was basically rewritten from the ground up in the past year and supports features that no other engine I'm aware of can do. What do I have to do to get some respect?

As far as shadows go, in the past I put it off because I knew people would just disable it to gain FPS. At this point the integrated GPU in my laptop never drops a frame. So yeah, shadows are definitely a higher priority now.

Re: Dynamic shadows

Posted: Mon May 13, 2024 4:54 am
by Jakob Hubbard
jlv wrote: Sun May 12, 2024 2:42 am As far as shadows go, in the past I put it off because I knew people would just disable it to gain FPS. At this point the integrated GPU in my laptop never drops a frame. So yeah, shadows are definitely a higher priority now.
I'm curious about what limitations this would have if you have any idea. Would you want the shadows to be just casted from the rider or would they be able to be casted from statues in the environment as well?

Re: Dynamic shadows

Posted: Mon May 13, 2024 1:55 pm
by jlv
Jakob Hubbard wrote: Mon May 13, 2024 4:54 am I'm curious about what limitations this would have if you have any idea. Would you want the shadows to be just casted from the rider or would they be able to be casted from statues in the environment as well?
Depth shadows work by rendering the depth buffer of the scene from the light's viewpoint and then during the actual rendering you compare the distance of the point you're lighting to the light view depth buffer. If it's farther, it's behind something and therefor shadowed. I'd probably want to do the whole scene but if it turned out to be too slow I guess it'd be possible to only render the bikes in the shadow buffer.

Re: Dynamic shadows

Posted: Mon May 13, 2024 11:11 pm
by Rowella94
jlv wrote: Mon May 13, 2024 1:55 pm
Jakob Hubbard wrote: Mon May 13, 2024 4:54 am I'm curious about what limitations this would have if you have any idea. Would you want the shadows to be just casted from the rider or would they be able to be casted from statues in the environment as well?
Depth shadows work by rendering the depth buffer of the scene from the light's viewpoint and then during the actual rendering you compare the distance of the point you're lighting to the light view depth buffer. If it's farther, it's behind something and therefor shadowed. I'd probably want to do the whole scene but if it turned out to be too slow I guess it'd be possible to only render the bikes in the shadow buffer.
Cant wait to see what the screenshot guys and edit guys can do with treadmarks and dynamic shadows