OK, so the shadows in Skyrim are a frustrating mixed bag. On the one hand, it's great to finally have real dynamic shadowing in an Elder Scrolls game. On the other, it seems nigh impossible to strike the right balance between shadows that don't look horrible and a playable framerate.
Well, nigh impossible anyway.
Here's where you, yes YOU come in!
Instead of scrounging around for shadow settings people use, we can use this thread to share whatever particular set of shadow tweaks we're using. Since these settings are the result of our own trial and error, people can get a quick sense of what works for others, and more easily plug in a set of numbers to see what they look like.
By steadily accumulating a decent variety of settings, we might just be able to get close to some kind of *ideal* middle-ground.
WHAT WE KNOW SO FAR: (much guess work here, plenty of room for debate)
Shimmering and/or flickering shadows (aka the escalator effect)
- The jagged edges (or stair-step pattern) of shadows move, or have what I call a "snaking" effect when the viewpoint moves. If the jaggies are stairs, then they almost look like an escalator when the the viewpoint moves.
- Shadows on walls and other surfaces sometimes appear in a striping pattern that might also "snake" around when the viewpoint moves.
- In this context, it is NOT a reference to the apparent http://en.wikipedia.org/wiki/Z-fighting in the fog of distant mountains (though the issue may be related).
fShadowDistance (exterior shadows)
fInteriorShadowDistance (interior shadows)
Decreasing fShadowDistance (exterior or interior) results in *more* jagged edges on shadows (that's a good thing); they're smaller and less noticeable. A larger fShadowDistance does the opposite; fewer jagged edges, but they're very large, blocky, and noticeable. It's essentially the same as decreasing or increasing resolution.
- In this case, the game engine appears to *spread out*(?) the resolution over a larger or smaller area, with lower distances resulting in higher resolutions (and thus more jaggies) but finer detail, and arguably, better quality shadows (and vice versa).
- Unfortunately, very low values may result in noticeable shadow drawing during movement; for example, walking in a long courtyard and seeing shadows change along distant walls as you move.
- Since interior environments are typically more taxing than exteriors (though that's a broad and certainly equivocal generalization), it seems that there's nothing gained by decreasing fShadowDistance to a value *less than* the interior distance. There are typically *more* shadows and lighting sources in interiors, which is where you'd presumably want the best shadow quality anyway.
iShadowMapResolution
iShadowMapResolutionPrimary
iShadowMapResolutionSecondary
Changing any of the shadow resolution values will, in and of themselves, produce consistent and logical changes to shadows in the game. Higher resolution means finer detail (ie; more but smaller/less noticeable jaggies), and less apparent flickering/shimmering when the player moves. Higher resolutions, in and of themselves, will also result in harder, more defined edges to shadows, which is not necessarily realistic.
- It is commonly mentioned that the "Secondary" value is for shadows that are further away from the player though AFAIK they (and me) are guessing/assuming.
Here's a screenshot showing some differences by altering the shadowmap values alone:
http://i102.photobucket.com/albums/m117/blacksun1942/shadowres-1.png
Note that the jaggies/stair-stepping are less pronounced with the higher resolution; The edges are slightly harder/darker and more well-defined. Obviously not a revelation, but it establishes a baseline. What's not visible in the screenshot is that the escalator effect/shimmering/flickering really turns on hardcoe at the lower res.
iBlurDeferredShadowMask
Blurs the edges of shadows, with higher values resulting in more blur, which can effectively hide jagged edges. Although the value can supposedly be raised to 32, there does not appear to be much difference above 7 or 8. Reducing this value to 0 will result in unrealistically hard edges to shadows, with stair-step patterns more noticeable; however, flickering/shimmering appears to be essentially eliminated.
*Combining resolutions and iBlurDeferredShadowMask settings*
- Low shadow resolutions and high iBlurDeferredShadowMask values appear to result in a higher degree of shadow shimmering/flickering during movement. Because low resolution shadows have large, blocky jagged edges, the "snaking" of these edges during movement seems more noticeable the more they are blurred.
This is most obvious on self-shadowing of the player character in third-person view.
- However, higher iBlurDeferredShadowMask values can also result in softer edges of high resolution shadows which arguably have unrealistically hard, well-defined lines. High resolution shadows combined with a higher iBlurDeferredShadowMask actually seem to result in *less* snaking/flickering/shimmering.
...thus it would seem that the best combination for minimal flickering, minimal jaggies, and realistically softer edges is a lower fShadowDistance, higher ShadowMap resolutions, and higher iBlurDeferredShadowMask values.
To be continued (with screenshots).