(Actually a bug) Shadow quality dropping over long distances

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.

How it looks in Studio:

How it looks in-game:

I’m using Future Lighting. Would it be possible to raise the shadow’s render fidelity like meshes or am I just out of luck?

Things that don’t work:

  • Manually setting Camera.Focus to the Character’s Origin CFrame
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I don’t know if you could on parts, but I’m pretty sure you can with Unions according to this.


Feel free to correct me if I’m wrong, since I haven’t tested this myself.

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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)

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