jodo Posted February 8, 2016 Share Posted February 8, 2016 When looking up all the great things that Varaince Shadow Maps can achive I was wondering which downsides are comming with VSM. And well... it seems to have some light bleeding, other than that I wasnt able to find anything in my research. So I was wondering. Does the depth percission decreese with VSM? Because we are storing depth and depth squared but have the same amout of bits as oposed to only store the depth, which means we store our values with less precision, correct? I know that when checking for shadows in VSM its not just comparing two depth values (I am honest and tell you, I couldnt fully understand the whole math going on with vsm ) but it still seems to me, that the more bits available to store the values, the better?! Would be cool if someone could enlighten me here ; ) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 8, 2016 Share Posted February 8, 2016 You're correct. We lost precision with VSM because we are using int textures instead of float32 textures so with 32 bits, I can encode depth on 16 bits integer and depth squared on 16bits integer as well. We could get better result with float textures but at the cost of portability Quote Link to comment Share on other sites More sharing options...
jodo Posted February 8, 2016 Author Share Posted February 8, 2016 okay, got it. thanks for clearing my mind! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 9, 2016 Share Posted February 9, 2016 I'm here to serve Quote Link to comment Share on other sites More sharing options...
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