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authorx2048 <codeforsmile@gmail.com>2021-07-25 12:36:23 +0200
committerGitHub <noreply@github.com>2021-07-25 12:36:23 +0200
commitbf3acbf388406f736286d990adb5f35a9023c390 (patch)
tree9fdff755e37253580c222ff768802a6b0170be10 /builtin
parentff2d2a6e93d75d24b3f69f2b3690bcac6440961e (diff)
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Distribute shadow map update over multiple frames to reduce stutter (#11422)
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
Diffstat (limited to 'builtin')
-rw-r--r--builtin/settingtypes.txt10
1 files changed, 5 insertions, 5 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 17843fac8..420e9d49c 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -618,11 +618,11 @@ shadow_filters (Shadow filter quality) enum 1 0,1,2
# On true translucent nodes cast colored shadows. This is expensive.
shadow_map_color (Colored shadows) bool false
-
-# Set the shadow update time, in seconds.
-# Lower value means shadows and map updates faster, but it consumes more resources.
-# Minimum value: 0.001; maximum value: 0.2
-shadow_update_time (Map update time) float 0.2 0.001 0.2
+# Spread a complete update of shadow map over given amount of frames.
+# Higher values might make shadows laggy, lower values
+# will consume more resources.
+# Minimum value: 1; maximum value: 16
+shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.