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Mike Pan
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In most modern driving or open world games, the shadows are actually dynamic/realtime, otherwise the texture size required to have sharp shadows across a large area is going to be huge.

What most games do is make the shadow-casting lamp follow the location of the camera, this way, you always see shadows all around you, but it doesn't have have to render a huge shadow map for the entire map.

Static shadow maps (using a different set of UV) is still a huge part of most games with a high percentage of indoor space, as it gives softer appearances and potentially bounced lights as well.

In most modern games, the shadows are actually dynamic/realtime, otherwise the texture size required to have sharp shadows across a large area is going to be huge.

What most games do is make the shadow-casting lamp follow the location of the camera, this way, you always see shadows all around you, but it doesn't have have to render a huge shadow map for the entire map.

In most modern driving or open world games, the shadows are actually dynamic/realtime, otherwise the texture size required to have sharp shadows across a large area is going to be huge.

What most games do is make the shadow-casting lamp follow the location of the camera, this way, you always see shadows all around you, but it doesn't have have to render a huge shadow map for the entire map.

Static shadow maps (using a different set of UV) is still a huge part of most games with a high percentage of indoor space, as it gives softer appearances and potentially bounced lights as well.

Source Link
Mike Pan
  • 11.9k
  • 1
  • 38
  • 61

In most modern games, the shadows are actually dynamic/realtime, otherwise the texture size required to have sharp shadows across a large area is going to be huge.

What most games do is make the shadow-casting lamp follow the location of the camera, this way, you always see shadows all around you, but it doesn't have have to render a huge shadow map for the entire map.