Weather/dynamic time of day has caused jagged shadows. Should it have been left out?

  • Thread starter zork123
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I posted the technical reasons for the shadows being like this in a full day/night lighting solution. It will help explain why its like it is for gt5, Also static backed shadows for environments and real time for cars/ vs real time for everything is a huge difference. Arklight is right but my post talks about it in a little more detail. I'm waiting for it to be approved by the mods, then ill post it in here.

Hi all, been reading the forums over the past month and i must say its provided me with a lot of entertainment.
Sorry for my first post being off topic but i thought i might be able to help/address zork123 with his shadow problems. I'm a game developer and i have worked on games for both xbox and ps3. OK so realtime shadows, in the case with GT5 uses a split parallel shadow system, from what i can tell its a 3 split system. What this means is that there are 3 shadow maps at varying quality/resolutions. So the closer you are to the car the higher quality the shadow map, further away it will use a lower shadowmap like a lod system. From what i see its not a bad shadow system, Now i understand the comments that the guys have made, i know these are based on a limited knowledge of what shadow maps are and how much they cost "on any console" Ok now to the part that talks about why the shadows go to a lower quality sooner then some other games. Due to having a day night system they have to cast a shadow from every piece of geometry, now they have to do this while keeping the game running at 60 fps at 1080P. So imagine the game fps is broken down to frame% so 100% is 60fps, now remember how i said that the shadows have to be cast from all the geometry, well this cost as much frame % as the polygons do, so say to draw the polygons it cost 30% of a frame the shadows will cost close to that, and the more polys you draw the slower the game will run so thats almost half a frame gone with just those 2 parts now add physics shaders FX damage ect ect you can see that 100% fills up fast. Running a game at double the frame rate of a normal game is crazy enough, but to run that at 1080p you are again drawing more pixels to the screen increasing that frame% again, my works engine wouldn't even come close to that. And i don't think a lot of engines would. And i can tell you that the xbox wouldn't come close. As far as the artifacts well thats a trade off. the more stuff you do to fix problems like Perspective Aliasing, Projective Aliasing ,"Shadow Acne and Erroneous Self-Shadowing< what you see on some of the cars>" Peter Panning, there are more but you get teh drift. Fixing these all adds cost to the frame% So its one of those things. Make the game run at 30fps, omg you get another 100% of a frame to do high res shadow maps with a greater draw distance and fix some of the other artifacts. We had a lot of trouble running games on the xbox with a good shadowmap system even at 30. And eventually got it running faster on the Ps3 with the help of the psu's. So sorry for the giant post, but posting comments like fix the shadows sometimes isn't as simple as fixing the shadows.:)And i can tell you that what they have achieved on the ps3 is amazing. it would be amazing on any console.








And i can tell you what they have done in this game would not have run on the xbox not at 1080p. When you develop a game for ps3 only it will always run faster.
 
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I just captured this video tonight to test quality, but people seem to forget that Prologue had those weird multi-layer stepped shadows under the car.
See at the 1min mark. Soft shadows are pretty darn taxing.

 
I just captured this video tonight to test quality, but people seem to forget that Prologue had those weird multi-layer stepped shadows under the car.
See at the 1min mark. Soft shadows are pretty darn taxing.


That multi layered look to the front and rear of the shadows is a byproduct of their motion blur processing, it's because they draw the shadow on the road before processing the effect so it gets smeared along with everything else.
 
That multi layered look to the front and rear of the shadows is a byproduct of their motion blur processing, it's because they draw the shadow on the road before processing the effect so it gets smeared along with everything else.

Well it no longer appeared in the Time Trial. And I'm not seeing it in GT5 videos either.
 
With all due respect guys, this cannot be bugging anyone THIS much at this point in time. Here we are at the doorstep of the greatest EVER driving game or even greatest ever game, full stop. And we are here talking about jagged shadows that you can't even really notice during gameplay.

Maybe for GT6 this should be an issue once car and track roster are adequate or physics have been perfected but not now!

Just my point of view, nothing personal.
 
what do you think? at this point, i'm sure you all have noticed the TERRIBLE shadows seen throughout the replays (if you haven't, watch this video here: http://www.youtube.com/watch?v=I4FmSPDvV48 )

GT5 prologue did not have these shadow problems...nor did the time trial demo we all played. so, what happened? looks like the introduction of weather and time of day changes has caused major problems with the way shadows rendered (remember battlefield? it also had terrible shadows due to its dynamic lighting...)

i would have rather they leaved the weather and dynamic time of day to save the quality of the shadows. this is the only area that i am extremely disappointed in. i am still getting this game but not even need for speed hot pursuit has these MAJOR graphical problems and we're talking about GT5.

do you think they will ever patch this in the future and fix the terrible shadows? the reason i ask is because you have these stunning cars, yet the terrible shadows can "take you out of the experience" and make you forget the realism.

and, no i'm not whining just trying to get some opinions on it. again, still getting the game and i know i will love it just want to hear what you guys have to say about this because i do think this should be patched, don't you?

I think they should patch everyone's version except yours. What a stupid question!
 
what do you think? at this point, i'm sure you all have noticed the TERRIBLE shadows seen throughout the replays (if you haven't, watch this video here: http://www.youtube.com/watch?v=I4FmSPDvV48 )

GT5 prologue did not have these shadow problems...nor did the time trial demo we all played. so, what happened? looks like the introduction of weather and time of day changes has caused major problems with the way shadows rendered (remember battlefield? it also had terrible shadows due to its dynamic lighting...)

i would have rather they leaved the weather and dynamic time of day to save the quality of the shadows. this is the only area that i am extremely disappointed in. i am still getting this game but not even need for speed hot pursuit has these MAJOR graphical problems and we're talking about GT5.

do you think they will ever patch this in the future and fix the terrible shadows? the reason i ask is because you have these stunning cars, yet the terrible shadows can "take you out of the experience" and make you forget the realism.

and, no i'm not whining just trying to get some opinions on it. again, still getting the game and i know i will love it just want to hear what you guys have to say about this because i do think this should be patched, don't you?

i think digital foundry (eurogamer) will surely discuss the problem of shadows in G5, but I am sure it is because of low resolution shadows are used in the game (bandwidth problems)...
 
I posted the technical reasons for the shadows being like this in a full day/night lighting solution. It will help explain why its like it is for gt5, Also static backed shadows for environments and real time for cars/ vs real time for everything is a huge difference. Arklight is right but my post talks about it in a little more detail. I'm waiting for it to be approved by the mods, then ill post it in here.


Hi all, been reading the forums over the past month and i must say its provided me with a lot of entertainment.
Sorry for my first post being off topic but i thought i might be able to help/address zork123 with his shadow problems. I'm a game developer and i have worked on games for both xbox and ps3. OK so realtime shadows, in the case with GT5 uses a split parallel shadow system, from what i can tell its a 3 split system. What this means is that there are 3 shadow maps at varying quality/resolutions. So the closer you are to the car the higher quality the shadow map, further away it will use a lower shadowmap like a lod system. From what i see its not a bad shadow system, Now i understand the comments that the guys have made, i know these are based on a limited knowledge of what shadow maps are and how much they cost "on any console" Ok now to the part that talks about why the shadows go to a lower quality sooner then some other games. Due to having a day night system they have to cast a shadow from every piece of geometry, now they have to do this while keeping the game running at 60 fps at 1080P. So imagine the game fps is broken down to frame% so 100% is 60fps, now remember how i said that the shadows have to be cast from all the geometry, well this cost as much frame % as the polygons do, so say to draw the polygons it cost 30% of a frame the shadows will cost close to that, and the more polys you draw the slower the game will run so thats almost half a frame gone with just those 2 parts now add physics shaders FX damage ect ect you can see that 100% fills up fast. Running a game at double the frame rate of a normal game is crazy enough, but to run that at 1080p you are again drawing more pixels to the screen increasing that frame% again, my works engine wouldn't even come close to that. And i don't think a lot of engines would. And i can tell you that the xbox wouldn't come close. As far as the artifacts well thats a trade off. the more stuff you do to fix problems like Perspective Aliasing, Projective Aliasing ,"Shadow Acne and Erroneous Self-Shadowing< what you see on some of the cars>" Peter Panning, there are more but you get teh drift. Fixing these all adds cost to the frame% So its one of those things. Make the game run at 30fps, omg you get another 100% of a frame to do high res shadow maps with a greater draw distance and fix some of the other artifacts. We had a lot of trouble running games on the xbox with a good shadowmap system even at 30. And eventually got it running faster on the Ps3 with the help of the psu's. So sorry for the giant post, but posting comments like fix the shadows sometimes isn't as simple as fixing the shadows.And i can tell you that what they have achieved on the ps3 is amazing. it would be amazing on any console.

And i can tell you what they have done in this game would not have run on the xbox not at 1080p. When you develop a game for ps3 only it will always run faster.

Thank you for sharing your knowledge here. I actually felt the rage I carry with me about being lied to so much cool down with a small percentage.
First I want to point out something though: We've established here that 1080p is a useless term. You say the xbox can't run GT5 in 1080p. Not even 1080x1? or 1080 x 300? Why not? It can run games in 1280x720 so 1080x720 should be no problem for the xbox. Maybe you meant to say it cant run GT5 in full hd but GT5 isn't full hd so the PS3 probably can't handle that either. Nobody of us seem to know the resolution GT5 will run in. Most likely it will have some 1280x1080 textures but those shadows we are talking about sure as hell arent. So wether or not the xbox could handle GT5 in 1080p is undetermined till we have an idea of the real resolution of GT5. To some this might be totally uninteresting. To people who like good graphics and have a full hd tv it is a big issue.
If it wasn't then why do we have movies on blu-ray or 20 megapixel cameras if upscaling our dvd's or pictures looks just as pretty?
It's nice to hear a developer say the ps3 is more powerful then the xbox and that ps3 exclusives run faster. It gives some hope that we do not have to accept those horrible ports for ever. I can tell by just looking at a screenshot for a ps3 game if it's also available for the xbox. I't always has some greyish filter over it with too much brightness and the resolution is disappointing. I'm kinda sick of those games. Maybe there are one or two exceptions where they didnt just copy paste the mayority of the game to a blu-ray disc but I've seen it so many times that I know man, I KNOW! :cool:
But, sorry, back to GT5. I don't understand why, with the 3-split system you speak about, it's possible to give high detailed shadows when the cars is close by but not when the car is in the distance and it doesn't explain why shadows look so bad when you drive in cockpit view or in any other view or in this game in particular. This is the game that should look good! That's why they make people believe it's in full hd. And I agree with the creater of this thread that if the weather made the game look bad, it should get removed. I'm not sure if the weather is to blame though. I also have a suspicion that implementing 3D has been the reason to decrease the resolution. But they probably wont let us know on short notice.
I'm still glad you gave some form of explanation about why this game is so far from being foto realistic but it doesn't matter to the customer. It's like what some other poster on this forum said: If I order a couch and after years I get some lumpy piece of ****, it might have all the latest tech in it and been produced with ground breaking standards. It's stil a lumpy piece of **** and it would be less annoying if they wouldn't promise you the best couch in the world during the process but kept u up to date about lumps forming to.
Luckely GT5 isnt that bad. I expect to have some fun with it for a couple of months but that depends on the other disappointments that are still to be reveiled. The thing that sounds most fun to me now is driving on the top gear track. But I've allready read some disappointing things about that. Some memorable cars from the show not being available, invisable fences... I hope there isnt anything more waiting to diminish my fun. For instance if they put the start and finish in the wrong spot or only having rolling starts. From the few videos I've seen I also got the idea that the cars don't have suspension. I'm a huge GT fan because I'm also a car entousiast but if this game turns out to be as bad as GTPrologue with some add ons then I will probably be done with it again real soon and that's what I think is the essence why people are much more furious about what is missing in this game then with any other game: We bought the ps3 etc. to enjoy a great car simulater. Now information about GT5 is convincing us that it isn't, we realise that we probably will never get such a game on the PS3 so we wonder why we bought it in the first place and why they made us wait for this for 6 years.
I hope someone enjoyed this ginormeous read and for the anticomplainers: don't even try to make me think otherwise
 
I agree with zork123, it's expected that GT5 graphics should be better than GT5P graphics or at least the same quality, these shadows are a downgrade, plain and simple.

It isn't a nitpick IMO, it was the first thing I noticed when I went to do the first license test and those shadows were really noticeable and ugly, they aren't PD standard quality.
 
Consoles are incapable of supporting a game of this graphical level AND 100% soft shadows. Sorry. What you are seeing here is a shortcomming of hardware that cannot be upgraded.

Want soft shadows everywhere, super high levels of FSAA, high resolution, high fidelity AI, great physics modeling, dynamic weather/time of day, and 60 fps? Tell Kaz to make GT for the PC.

If the low resolution shadow map is so irritating, than don't buy the game. OR, buy the game and hope it is patched. OR, buy the game and enjoy it for what it is.

So true... but all of us know this is almost impossible.
 
I wonder if the jaggy shadows and weird smoke outline are the same thing? There is clearly a weird outline to the cars.

I think it's a damage and rollover issue personally.
 
How is this even slightly related? :odd:

When you think about it, the TT demo was fine, now what's changed? Weather?, well that's only on some tracks, and has nothing to do with the cars since they don't change at all with weather (apart from wipers).

Time of day perhaps, but again that's only on some tracks, and the cars move anyway so it should have an effect on jaggies around the car with smoke.


Now damage and deformable bodies is added it makes sense that shadows, and the area around the car can't be optimised properly anymore.

(I said rollover just because the problems happen mostly on top of the car (from where shadows are cast and the smoke bug can be seen most)
 
Thank you for sharing your knowledge here. I actually felt the rage I carry with me about being lied to so much cool down with a small percentage.
First I want to point out something though: We've established here that 1080p is a useless term. You say the xbox can't run GT5 in 1080p. Not even 1080x1? or 1080 x 300? Why not? It can run games in 1280x720 so 1080x720 should be no problem for the xbox. Maybe you meant to say it cant run GT5 in full hd but GT5 isn't full hd so the PS3 probably can't handle that either. Nobody of us seem to know the resolution GT5 will run in. Most likely it will have some 1280x1080 textures but those shadows we are talking about sure as hell arent. So wether or not the xbox could handle GT5 in 1080p is undetermined till we have an idea of the real resolution of GT5. To some this might be totally uninteresting. To people who like good graphics and have a full hd tv it is a big issue.
If it wasn't then why do we have movies on blu-ray or 20 megapixel cameras if upscaling our dvd's or pictures looks just as pretty?
It's nice to hear a developer say the ps3 is more powerful then the xbox and that ps3 exclusives run faster. It gives some hope that we do not have to accept those horrible ports for ever. I can tell by just looking at a screenshot for a ps3 game if it's also available for the xbox. I't always has some greyish filter over it with too much brightness and the resolution is disappointing. I'm kinda sick of those games. Maybe there are one or two exceptions where they didnt just copy paste the mayority of the game to a blu-ray disc but I've seen it so many times that I know man, I KNOW! :cool:
But, sorry, back to GT5. I don't understand why, with the 3-split system you speak about, it's possible to give high detailed shadows when the cars is close by but not when the car is in the distance and it doesn't explain why shadows look so bad when you drive in cockpit view or in any other view or in this game in particular. This is the game that should look good! That's why they make people believe it's in full hd. And I agree with the creater of this thread that if the weather made the game look bad, it should get removed. I'm not sure if the weather is to blame though. I also have a suspicion that implementing 3D has been the reason to decrease the resolution. But they probably wont let us know on short notice.
I'm still glad you gave some form of explanation about why this game is so far from being foto realistic but it doesn't matter to the customer. It's like what some other poster on this forum said: If I order a couch and after years I get some lumpy piece of ****, it might have all the latest tech in it and been produced with ground breaking standards. It's stil a lumpy piece of **** and it would be less annoying if they wouldn't promise you the best couch in the world during the process but kept u up to date about lumps forming to.
Luckely GT5 isnt that bad. I expect to have some fun with it for a couple of months but that depends on the other disappointments that are still to be reveiled. The thing that sounds most fun to me now is driving on the top gear track. But I've allready read some disappointing things about that. Some memorable cars from the show not being available, invisable fences... I hope there isnt anything more waiting to diminish my fun. For instance if they put the start and finish in the wrong spot or only having rolling starts. From the few videos I've seen I also got the idea that the cars don't have suspension. I'm a huge GT fan because I'm also a car entousiast but if this game turns out to be as bad as GTPrologue with some add ons then I will probably be done with it again real soon and that's what I think is the essence why people are much more furious about what is missing in this game then with any other game: We bought the ps3 etc. to enjoy a great car simulater. Now information about GT5 is convincing us that it isn't, we realise that we probably will never get such a game on the PS3 so we wonder why we bought it in the first place and why they made us wait for this for 6 years.
I hope someone enjoyed this ginormeous read and for the anticomplainers: don't even try to make me think otherwise

Thanks for reading my post:) i wasn't sure anyone would really read it:)
1080p in a correct 16:9 ratio has to be 1920×1080 native resolution, if not then its not 1080p:) you can look at wiki for a more detailed description for 1080p. And as far as it being a useless term I'm not sure what you mean? its far from a useless term. Full HD is 1080p in its native resolution. If its not running at a native res it will look blurry, aka some ps3 xbox ports.Also gt5 does run at 60fps and at 1920x1080 resolution and that is 1080p nothing else is. I'm sure someone will pixel count to confirm, but gt5p was that resolution and it was confirmed a while ago. Now if a game is running at a certain resolution this does not mean that the textures and shadow map resolution are at that resolution, IE the smaller the texture and shadow map resolutions the faster they will run. So a game at 1080p can have textures at any size and also a shadow map at any size. So the shadow map for the in game cockpit may be as low as 128x128 its not but it also isn't huge. Also i just want to clear up that the xbox can and does run some games at 1080p but none run at 60fps and 1080p, Doubling the fps has a huge load on the console. Also 60fps makes the game so much smoother and the physics solution so much better. Just ask the PC sim guys:) so yes the xbox could run this at 1080p, but i don't think it would be doing it at 60fps. I'm sure some devs would say it could but i have yet to see it. I do feel that it is a stepping stone for the next generations of consoles +GT6, and this is a good thing, you need stepping stones to build up knowledge to achieve the next lvl. Don't Judge it on YouTube vids, or even 1080p direct feed vids, get the game and play it on your HDTV then make a call good or bad:)I will be doing the same. Its not easy to make a game, and no matter how good you make it there will always be shortcomings. I'm just glad that someone is trying. Again thanks for reading my post, and if you need any more info that i may be able to help with just give me a yell.
 
i did read through everybody's post and appreciate your input. one last time, i hope pd fixes the shadows! that's the only major graphical flaw in this game.

AND ONE FINAL WORD FROM ME ON THIS POST: i am going to go pick up gt5 tomorrow! i am extremely, extremely excited and cannot wait! despite the mixed reviews and opinions that i am hearing, i can't believe tomorrow is the day and i will be first in line to pickup my preorder. :)
 
Shadows look jaggy because they're dynamic. It's difficult to get high resolution dynamic shadows running at 60 fps on this gen's consoles. I don't see why they should take out weather when it isn't what's actually causing the aliasing in shadows.

Prebaked shadows will look smooth on the other hand, but they won't move in relation to the changing time of day.
 
Shadows look jaggy because they're dynamic. It's difficult to get high resolution dynamic shadows running at 60 fps on this gen's consoles. I don't see why they should take out weather when it isn't what's actually causing the aliasing in shadows.

Prebaked shadows will look smooth on the other hand, but they won't move in relation to the changing time of day.

Are you saying the smooth shadows in cockpit view of other games are pre baked? Would be pretty hard to pull off since they move and change as your car does...
 
Are you saying the smooth shadows in cockpit view of other games are pre baked? Would be pretty hard to pull off since they move and change as your car does...



It might be that the other games are running a lower resolution 720p and also lower framerate so they can have a higher shadow map resolution and also they might bake the terrain shadows and only cast for the cars and cockpit letting them have a much higher resolution, they might also have less cars on the track at lower polygon counts. there are so many factors that come into it that only PD can tell you what they are doing and why. You can read my post ive tried to explain some issues with using real-time shadows
 
It might be that the other games are running a lower resolution 720p and also lower framerate so they can have a higher shadow map resolution and also they might bake the terrain shadows and only cast for the cars and cockpit letting them have a much higher resolution, they might also have less cars on the track at lower polygon counts. there are so many factors that come into it that only PD can tell you what they are doing and why. You can read my post ive tried to explain some issues with using real-time shadows

So what you are saying is that Vectras comment that shadows are jaggy because they are dynamic is at best a speculation in a sea of possibilities and obviously not a valid blanket rule that can be stated as fact?
 
So what you are saying is that Vectras comment that shadows are jagged because they are dynamic is at best a speculation in a sea of possibilities and obviously not a valid blanket rule that can be stated as fact?

well dynamic or baked shadows at the lower resolution with no artifact solutions will always be jagged.
 
.Also gt5 does run at 60fps and at 1920x1080 resolution and that is 1080p nothing else is. I'm sure someone will pixel count to confirm, but gt5p was that resolution and it was confirmed a while ago.

GT5P is 1280x1080 and upscaled horizontally.

I don't think anyone has really clarified anything yet.

To me, PD have dropped the cars ground shadow resolution to help performance. This may be due to buildings etc not having baked shadows now but there's only a few tracks that have a transition. It could be improved track side textures as GT5P was pretty crude on the environments or to allow for better smoke effects etc. The cockpit and shadows on the car itself have always been low res. Not checked if its worse.
 
GT5P is 1280x1080 and upscaled horizontally.

I don't think anyone has really clarified anything yet.

To me, PD have dropped the cars ground shadow resolution to help performance. This may be due to buildings etc not having baked shadows now but there's only a few tracks that have a transition. It could be improved track side textures as GT5P was pretty crude on the environments or to allow for better smoke effects etc. The cockpit and shadows on the car itself have always been low res. Not checked if its worse.

So its not running at a native resolution my bad i was looking at wiki. I just assumed it was native. Thanks for pointing that out:) mind you it is running with MSAA 2x at that res so its a good compromise i guess. Like i said you need the pixel counters because the developers will never tell you:)
From wiki "runs at 60fps and at 1920x1080 resolution".
 
So its not running at a native resolution my bad i was looking at wiki. I just assumed it was native. Thanks for pointing that out:) mind you it is running with MSAA 2x at that res so its a good compromise i guess. Like i said you need the pixel counters because the developers will never tell you:)
From wiki "runs at 60fps and at 1920x1080 resolution".

Thanks a lot man. Very interesting read again and puts me in a great mindset to run to the store now, get GT5 and let my tv be the judge. You definately know a lot about it and I hope I'll be as impressed with GT5 as you. I will come back here to share my opinion in more detail but now I have got to play this.
 
Are you saying the smooth shadows in cockpit view of other games are pre baked? Would be pretty hard to pull off since they move and change as your car does...

I was talking about environmental shadows from the trees and such that cast onto the cars. Forza3's environmental shadows are prebaked. The only other game I've played that has dynamic cockpit shadows while running at 60fps is Forza 3, but the shadows aren't as harsh and they're hardly visible in some cases. It's very faint looking, which I think allows them to make it look less jaggied. I think GT5's interior shadows look more realistic in terms of how they warp around the cockpit, but the jaggies do take away from the realism.

You can see some of the shadows on the diver side lower window panel in Forza3. It's only a shade darker than the gray texture..

forza-motorsport-3-xbox-360-429.jpg
 
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