Hah! It was not fun lmao. When the OG xbox one can only render 1 casting shadow at a time it becomes quite the puzzle. Luckily the way we established lighting groups helped with scaling our work across multiple platforms of varying quality.
Comments
Log in with your Bluesky account to leave a comment
This meant we would manually create shadow fade distances so that only lights that are within a certain number of meters from the player camera would render. On an Xbox one this distance may be like 4 meters, on a series x it may be like 20.
More of a limitation on Halo Infinite specifically. We could enable shadow casting lights on multiple lights, but to keep performance optimized we had to limit xbox one SKUs to only rendering 1 of those shadows at a time usually.
In campaign, everything is dynamic. In multiplayer, we would bake static shadows as well as use dynamic casting shadows for important light sources. It's the dynamic shadow casting lights that had the limitations.
I feel like this is maybe why the campaign runs like doodoo on console (And don't even get me started on the Steam Deck) as playing on Console is constant stutter, no matter the res, or the series
Comments