Kenshi
RTWSM Shadows
This shadow type is kind of messed up when enabled, whenever there are some specific trees nearby they seem to glitch the shadows out and shadows would randomly appear where objects aren't. Is there any fix to this?
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Showing 1-13 of 13 comments
Asuzu Nov 9, 2019 @ 5:05am 
I personally experienced the glitch on RTWSM once.
Then fiddled a bit with graphic settings here and there, checked game cache, and for some time now, they don't glitch anymore.
It feels like they flicker with some additional options enabled, but I changed so much graphic settings, hard to say which ones..
Armorguy1 Nov 17, 2019 @ 7:03am 
Eh, I was playing Kenshi before on my old potatoe laptop without shadows and honestly I'm not really missing them. Just turn em off if you can't em right. Does your device a favour as well. :)
Wisedude Nov 17, 2019 @ 8:11am 
Originally posted by Armorguy1:
Eh, I was playing Kenshi before on my old potatoe laptop without shadows and honestly I'm not really missing them. Just turn em off if you can't em right. Does your device a favour as well. :)

Game looks so much more alive with shadows tho....I play with RTWSM and also getting random shadows flickering on the side of mountains/ground sometimes.
aggressivebees Nov 17, 2019 @ 10:02am 
I don't really mind the game without shadows, it just makes the game feel a little more better.
Wisedude Nov 17, 2019 @ 10:13am 
Originally posted by aggressivebees:
I don't really mind the game without shadows, it just makes the game feel a little more better.

I wonder if the dev could fix it.He probably has his hands on kenshi 2 tho.
Asuzu Nov 17, 2019 @ 10:23am 
Originally posted by Wisedude:
Originally posted by aggressivebees:
I don't really mind the game without shadows, it just makes the game feel a little more better.

I wonder if the dev could fix it.He probably has his hands on kenshi 2 tho.

Yeah and tbh it's exactly where it is for the best.
The Kenshi 1 engine, Ogre is so trashy, but it was best at the moment.
For Kenshi 2 he is using Unreal engine, which means whole lot of visual candy!
So, whatever, flickering shadows for now.
Armorguy1 Nov 17, 2019 @ 5:04pm 
Wasn't Ogre custom build though? Also he basically had to make it twice so yeah. Maybe it is indeed good he uses an existing engine this time. Probably a lot of relearning things as well.
I've found that having terrain detail at max significantly reduces artifacts, but not completely. It's a shame too, because I've found that overall the RTWSM shadows look and perform better (they're pretty crisp overall) but the artifacting really makes them unappealing. Meanwhile the CSM shadows don't have this issue but they aren't nearly as pleasing to look at in my opinion.
aggressivebees Nov 30, 2019 @ 3:55pm 
yeah RTWSM seems to look way better and performs better even looking at them from far way, compared to CSM, CSM has a really low distance to turn the shadows into a really low quality mess.
Asuzu Nov 30, 2019 @ 11:10pm 
Originally posted by Totally Not a Skeleton:
I've found that having terrain detail at max significantly reduces artifacts, but not completely. It's a shame too, because I've found that overall the RTWSM shadows look and perform better (they're pretty crisp overall) but the artifacting really makes them unappealing. Meanwhile the CSM shadows don't have this issue but they aren't nearly as pleasing to look at in my opinion.

Hmm thanks, I'll give terrain detail a try again.
I just realized it was at 0 for quite some time.
aggressivebees Dec 1, 2019 @ 8:57am 
Yeah i had my terrain detail at 0.5 and fragments were noticeable, i changed it back to 1 and fragments weren't as frequent, but they were still there, although not as noticeable.
I think it tries to cast shadows from max terrain detail onto low detail terrain, which causes a lot of the artifacts.
Leeum Feb 9 @ 3:55pm 
I know this thread is ancient but if anyone is still having issues I found that turning up shadow distance fixes this issue
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