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Creepy hand shadows
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Description

See attached screenshot. {F19004} {F19005} {F19006}

Details

Legacy ID
1429171872
Severity
None
Resolution
Open
Reproducibility
Always
Category
Engine

Event Timeline

simast edited Steps To Reproduce. (Show Details)Apr 19 2013, 6:36 PM
simast edited Additional Information. (Show Details)
simast set Category to Engine.
simast set Reproducibility to Always.
simast set Severity to None.
simast set Resolution to Open.
simast set Legacy ID to 1429171872.May 7 2016, 1:44 PM
Bohemia added a subscriber: Fank.Apr 19 2013, 6:36 PM
Nicolii added a subscriber: Nicolii.May 7 2016, 1:44 PM

FREDDY KRUEGER HAS COME TO END ALL WARS!!!!

But although almost unnoticeable it is a little unnerving when you accidentally see that shadow from behind you.

Why to raise more-the already raised poly count??

Bohemia added a subscriber: Bohemia.May 7 2016, 1:44 PM

Wherewolf :D!
Need to fix and improve shadow lod and finish Ambient Occlusion (Soften shadows) for human shadows :)

It's creepy!!!)

Please up-vote this ticket to fix this creepy hands bug and many other shadow related problems, this is the real problem, not some low poly model: http://feedback.arma3.com/view.php?id=8233

The problem with your creepy-hands ticket (lol) is that the player model is rendered using Stencil shadows. These are CPU intensive to calculate so the developers use lower poly count models to render them. The result is creepy fingers shadows.

The real solution is in my ticket that I linked. This is to fully transition to Shadow Maps rendering. All the work (well mostly all of it) is put on the GPU. Not only does this mean better performance for almost everyone, but it also means proper models are used for the shadow maps. No more creepy fingers!

Please close this ticket and up-vote mine to really help improve the performance and visual quality of Arma 3!

Thanks!

I was wondering why the shadows freaked me out. Dear god.

Koala added a subscriber: Koala.May 7 2016, 1:44 PM
Koala added a comment.Sep 25 2015, 6:15 PM

related to #0025831

Is this still not fixed?