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http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-001-nvidia-hfts-vs-nvidia-pcss.html
if u got the performce, then use it, but i guess u wont miss it in falcon lost on challenge
r u cerial? check the spoke shadows on the ground. for shadows up cloes it does have a difference, not so mutch for distant shadows though.
i got the GTX 1080 too ( Palit GameRock ) but even with that card HFTS can take a big hit on the performance - there are situations / places where enemies appear the framedrop is going from 60 -48 with all settings on 100% and Ultra in 1080p. Switching over to PCSS in the same location and situation with the same settings i get a rock solid 60 fps.
keep in mind: HFTS IS ONLY ACTIVATED BY THE GAME DURING DAY at night its switching over to PCSS.
Seriously wtf i still see no difference, wtf am i suppose to be seeing different...
Seriously losing 20fps for some spoke shadows.. haha wow.
1. you appear to be blind if you can't easily tell the differences
2. It does more than what you noticed, the idea behind it is that in real life, as a cast shadow moves away from its caster, it becomes softer. With conventional realtime 3d shadowing methods this has never been possible, nor has it been necessary, since its always been more important to just have higher resolution shadows since low res shadows are more obviously wrong.
However with the upcoming/existing pc hardware its getting to the point where just increasing shadow resolution doesn't add anything, and it would just make shadows look unnaturally sharp.
HFTS is noticeable a lot in certain scenes of this game due to the distance that certain shadows are cast (because of the high rise buildings) and can make an incredibly large impact on certain scenes. An example of this: http://steamcommunity.com/sharedfiles/filedetails/?id=733398291
The difference between shadows cast from a large distance is obvious when compared to the shadows cast by the large banner, and looks a lot more natural than if all of the shadows in the scene were all sharp (I would get a comparison but the weather/time changed)
Another example: http://steamcommunity.com/sharedfiles/filedetails/?id=733456194
Another side effect is that it reduces the aliasing due to shadows cast at oblique angles from large distances.
I find it amusing that you think nvidia is wasting their time because they are actually investigating/testing more dynamic graphics solutions, compared to teh complete lack of community involvement in the open source gpu stuff that amd is doing.
It doesn't matter that it might be too expensive for what you get, but with the 1070/1080 out it lets you utilise your whole gpu, and it doesn't even matter if it is too expensive for most people to run, just turn the setting off. It's not like its locked in.
Not to mention the fact that there are plenty of games that utilise nvidia's propreitary tech well, such as witcher 3 (across all platforms).
I didn't buy a 1070 for this tech, I bought it to upgrade over my way older gpu.
I don't know how anyone could think that they shouldn't be researching/investing time in better graphics solutions, and theres no reason to just not have it in a game. They have it ready, why not get it public to further test it?
At some point most of the graphics technology we see today were 'gimmicks', we have to move forward at some point, and not just stick with what we have already forever.