I’m trying to make a game with an isometric view using the trick where you move the camera very far away while using a very low FOV. However I’ve run into an issue where the camera is SO far away that shadows become very low quality.
Thanks, but this isn’t what I wanted. My problem is that, since the camera is so far away, shadows are rendered at a lower quality so visuals suffer. I mentioned RenderFidelity as an example. Sorry for the confusion!
Turns out this is actually either a bug or an oversight! Apparently Shadowmap/Future lighting uses the Camera CFrame instead of Camera.Focus for its rendering.
(I’m using Future lighting in the video)
If Camera.Focus is Past ~150 studs, the Voxel lighting stops being rendered while Future/Shadowmap lighting is still rendered.
If the Camera goes past ~600 studs, Future/Shadowmap lighting will stop rendering, which will be replaced by Voxel lighting if Camera.Focus is close enough.
Unfortunately, I can’t report this bug since I need Member rank, so if anyone wants to do it in my place here’s the place file: ShadowMap_Focus_Bug.rbxl (38.4 KB)