Bug : rotation the camera introduces bugs in the rendering of shadows

here’s a video, or that when panning, and moving the camera left, or right the shadow are rock - solid, and looks to be rendered the way they should be

^^ 22 second video of the issues

another video of how the shadows get ’ rather messy ’ when rotating the viewport camera, or not sure anybody knows why this happens, and it’s sort of a weird glitch that doesn’t make sense in a modern video game engine from what know, etc

^^ 40 second video where the shadows looks to have errors somehow, or that the 3D calculations aren’t as they should be, and it’s sort of ’ bad results ’ to most video game products

  1. is this a bug

  2. what am supposed to do, and is there a setting to lower this

  3. what is actually happening here, or does this add much to the Flax Engine where not sure it looks better if done this way, etc

?!??

note : another video that shows this effect a bit better, and not sure why rotating the camera is buggy, or however panning, and strafing sort of is very stable, or how to get rid of these 3D errors, and ’ glitches ’ in the final on - screen graphical settings

No it’s not a bug, this is just the way shadows are unfortunately.
It’s effectively aliasing in the shadow buffer, higher resolution shadows will mitigate but not remove the issue.

that’s great to hear, and that also not sure what to think

– it sort of looks cool where one could see the math calculations that go into making the 3D, or because it looks like a ’ glitch ', and perhaps approximations of shadows running live ???

– after it sort of doesn’t look clean, or for very cool video games one might choose not to use Flax Engine, and where thinking if there was a better setting to turn it off, or that might be the way to fix these issues, and it’s almost a deal breaker to those that want the best graphics, or it’s almost as if very basic things are running poorly where have to wonder what might be wrong with everything else

:sunglasses: :beers:

it could also be contact shadows causing the issue, since those are ray traced in screen space