Pretty common things I need help with:
With simple shadows, I get this weird noise, a pixelation that is projected onto surfaces.
Is there anyway to get rid of this? Playing with the biases messed up with the bleeding of light, and I cant change the size of the light because there are things in the scene don’t show up with smaller resolutions. I am using 10240 size. I tried using variable shadows but the resolution drops my framerate down to 3 FPS.
Another things is that I need some assistance with speeding up GLSL.
I set both physics and animation framerate to 30 FPS. I have only 30 things in the scene including armatures and lamps, but the rate drops to 50%. main processes: GPU latency goes to 70% and ~50ms, Rasterizer goes to ~10% and ~10ms, Framerate goes to ~15% and ~60ms.
I have tried almost everything.
-My main armature has 19 bones, each hand has 21 bones, if that is of any use.
-I restricted textures to 2048.
-I enabled all GLSL settings (nodes, ramps etc; they are all being used)
-Everything that doesn’t need to be dynamic possess “No Collision” physics.
-I have occlusion culling and backface culling where needed.
-All animations have keys only where needed.
-Modifiers applied where needed
-Using LOD’s where necessary.
-I am using SSAO shaders
-Short sun frustum size, with the lamp vertex parented to the player.
And finally, when two objects are in close proximity to each other and are parallel, they show up as constantly changing positions when view from a distance. It’s difficult to explain.
Don’t mind the messed up shadows.