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翻訳の問題を報告
If you pirated the game, keep it to yourself.
Yea I've noticed the shadow banding on Shionne's hair as well.
Not sure I understand.
SK works with Steam / GOG / Windows Store games pretty effortlessly, the only things it does not work with are UWP, Vulkan, Windows 7 and pirated Steam games :)
That has created so many headaches for me over the years, and _STILL_ Steam's stupid forum moderators continue banning me for somehow "promoting piracy." It's all a sick joke, I think.
Changes:
- removed r.PostProcessingColorFormat change (thanks to N7's suggestion about the optimization section)
- adjusted r.Shadow.DistanceScale to 1.5 (and changed MaxCSMResolution to match)
If you have spare frames feel free to change them back, I don't really think the r.PostProcessingColorFormat is worth it though, seems to have a slight effect on foliage edges, but even UE4 docs say that ColorFormat 1 is "unreasonable"
E:
Ahh you were right about that, comparison here:
0 compared to 1: https://imgsli.com/NzMyNTk
1 compared to 12 (12 being vanilla game): https://imgsli.com/NzMyNjA
Going from 12 to 1 does seem to affect perf a little too, when I'm running with vsync disabled at least, I'll have to give it a try next time I drop below 60.
(E2: updated emoose.ini to 0.5.1 which changes this to 1 for now, maybe next version will change to 6 instead if this does have a perf impact, many thanks to Ryousuke for noticing this!)
E3: seems r.Shadow.DistanceScale can be patched so you can set it above 2, seems to work fine, but of course increasing DistanceScale will require MaxCSMResolution to be increased too for quality not to be affected... DistanceScale 2 already needs 8192 resolution, so going above it might not be an option for some :/
Been trying to look into increasing cascade count above 1, if that was possible we could probably increase shadow distance without the perf/resolution impact of DistanceScale, haven't had any luck yet though.
I'm thinking they might be using a custom shadow shader that doesn't support cascades, but haven't actually confirmed that yet - it's either that or the shadows are maybe meant to be precomputed during game cook, but they never precomputed above 1 cascade, so we might not have the data needed to increase it further :(
What was exactly changed regarding r.PostProcessingColorFormat? In the latest ini it is still 1 while stating that game default is 0. Maybe something from previous versions or should we just delete that line?
And about r.Shadow.DistanceScale being proportional to MaxCSMResolution. Does it make sense for me to be using 1.2 with a resolution of 8192 or is there any reason for keeping this values proportional to each other? I'm running 1.2 at 8192 because it makes shadows more defined in while still drawing them at a decent distance.
But again. Thank you so much for keeping this updated and thanks a lot for your constant tests and comparisons. Thank you for keeping an eye here, listening to feedback and taking your time adding notes to explain all the changes.
Thank you!