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And btw, that "bug" was in RE7 too.
Yeah, I think it's tied to the RE engine. I found it super distracting in RE7 because most of the walls on which this bug occurred were plain white, but not so bad in RE2. I noticed it maybe twice, and in the areas where it's super obvious, you're more likely than not running for your life haha.
It's a limitation of your graphics settings. Notice all these shadows are being cast at an extreme angle across a large surface. The shadowmap is too low resolution and is being stretched thin.
Setting shadow quality to Max resolves the issue in most circumstances, consequently increasing VRAM usage by a huge amount.
Shadows on "high".
https://i.imgur.com/vAthkJr.jpg
Shadows on "max".
https://i.imgur.com/6R6qWZh.jpg
Referring to the map board, effect is minimized here (with smaller, but twice as many, "lines" that seem half as "strong" or dark), but still present. Referring to the wall, effect appears gone.
Shadows on "high".
https://i.imgur.com/Re1omVk.jpg
Shadows on "max".
https://i.imgur.com/ugV01yo.jpg
Referring to the wall, effect appears gone.
It's a strange... well maybe not bug but a strange occurrence. You're right, the setting has an impact and max sometimes either minimizes or gets ride of it, but the remarks that the game handles lighting or shadows oddly isn't really wrong. Shadows at high shouldn't have this strange look that is still not fully gone at max. Makes me wonder what this looks like at lower settings.
I thought this was due to contact shadows since I know turning those off removes some of the strange looking shadows too.
It's also not surprising it isn't completely gone at max considering how extreme the striping is, despite the general quality of the rest of the shadows at the high setting.
From what I understand, the issue here is the same principle as why increasing the draw distances of shadows in games like Skyrim or MGSV causes a proportionate drop in shadow quality (including a similar striping effect), which similarly can be counteracted by increasing the resolution of the shadows.
Long shadow + lowres shadow map = Striping.
The *smart* way to fix this would involve changing the position of the shadow casting light. The scene probably wouldn't even look that different, but it would minimize or eliminate the striping without resorting to using massive shadow map resolutions.