elishacloud / Silent-Hill-2-Enhancements

A project designed to enhance Silent Hill 2 (SH2) graphics and audio for the PC. It also includes scripts to build or modify SH2 audio files (SFX, BGM and Dialog).
http://www.enhanced.townofsilenthill.com/SH2/
zlib License
539 stars 41 forks source link

Shadows clipping before going behind an object. #771

Open zmarotrix opened 1 year ago

zmarotrix commented 1 year ago

Maybe I didn't do a great job with the description of the issue, but I took a video to show it off. I'll update here if I see it anywhere else.

https://www.youtube.com/watch?v=mGBAaj2LTKo

Polymega commented 1 year ago

This is "correct" behavior, for all intents and purposes. If the Xbox/PS2 versions rendered at a higher fidelity you'd also be able to easily see this behavior there, too.

You won't see it on PCSX2 when playing SH2 in high resolutions because, with PCSX2, the higher the rendering resolution the sharper the soft shadows become (at 4K the shadows are practically razor sharp).

With our project, we retain the same softness for the shadows, regardless of resolution. By doing this, you see those "haloed" edges for shadows. If I have time I can maybe illustrate why it does this. Playing at unusual resolutions/aspect ratios can make the effect more pronounced, though.

elishacloud commented 1 year ago

@zmarotrix, if you don't like soft shadows you can disable it. Then you won't see that issue.

Polymega commented 1 year ago

Here it is on PS2 for a frame of reference:

image

TommvinHuwaltzky commented 1 year ago

Weird, that looks like SSAO-artefacting (similar to this, for example)...

Btw, it will prolly never be possible to have the actual models casting shadows, like they did with the HD-collection (at least for SH3 if I remember correctly), right? Since as it works now, it's an invisible, simplified model the character-shadow is projected from, like they often did with PS2-games. SotC did it like that as well.