hedge-dev / hedge-dev/UnleashedRecomp
Add a softer real-time shadow filter
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- Dominant language
- C++
- Stars
- 5.1k
- Forks
- 421
- PR merge metrics
- No merged PRs in 30d
Description
Hi, I've noticed when playing the game with higher resolution shadows that the shadows seem too sharp when compared with the baked shadows cast by the environments. It's also super sharp when compared to the softer original resolution of shadows in the officially released versions on the Xbox 360 and PS3. I believe that making a much softer filter option for the real-time shadows would benefit the game's look and make it more in-line with the game's original art direction. I do think there is a benefit to having higher resolution shadows compared to the pixelated original, with the higher resolution and softer filtering, I think it would look much better and more like an improved version of the way the original shadows looked. This isn't to say the baked shadows don't look pixelated, but thanks to the new bi-cubic filter added to recompiled, they look smoother. I am simply asking for a similar feature for the real-time shadows.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No file, test, or entry point is named. Start by locating the real-time shadow rendering and filtering implementation, then compare it with the existing baked-shadow bicubic filtering and the reference images. Done means a softer real-time shadow filter option is available and produces the intended visual result.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100