Enable or disable the debug overlay to see the area covered by each shadow map.
This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
near far computation
compute scene bounds
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:Type:string
:Range:primitives|bounds
:Range:primitives|bounds|none
:Default:bounding volumes
Two different ways to make better use of shadow map(s) by making them cover a smaller area.
While primitives give better shadows at expense of more CPU, bounds gives better performance overall but with lower quality shadows.
While primitives give better shadows at expense of more CPU, bounds gives better performance overall but with lower quality shadows. There is also the ability to disable this computation with none.
# Used to set the type of tight scene bound calculation method to be used by the shadow map that covers a smaller area. "bounds" (default) is less precise shadows but better performance or "primitives" for more precise shadows at expense of CPU.
near far computation=bounds
compute scene bounds=bounds
# How large to make the shadow map(s). Higher values increase GPU load, but can produce better-looking results. Power-of-two values may turn out to be faster on some GPU/driver combinations.
<string><html><head/><body><p>Type of "near far plane" computation method to be used. Bounding Volumes (default) for better performance, Primitives for better looking shadows or none.</p></body></html></string>
<string><html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html></string>
</property>
<property name="text">
<string>Shadow Near Far Computation Method:</string>