Some clarification of what these codes do; (I'm a game-developer with background as a light-smith for films. I've tested each of these codes individually since this game came out - in order to really know what each code actually does.)
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iShadowMapResolution=4096 (Size of ENTIRE memory-pool used for shadow-texture distribution on surfaces)
iShadowMapResolutionSecondary=2048 (Size of memory-pool used for secondary shadow LOD-textures on surfaces PAST the "iBlurDeferredShadowMask" range)
iShadowMapResolutionPrimary=2048 (Size of memory-pool used for primary shadow LOD-textures on surfaces BEFORE the "iBlurDeferredShadowMask" range)
fShadowBiasScale=0.4500 (The ANGLE the Shadow-maps are aligned to surfaces. Anything from 0.3 - 0.6 is recommended)
iShadowMaskQuarter=3 (How many Quarters of an object are being visually aligned to the players viewpoint. 3 = 75% standard, 4 is FULL. No need for more because 4 = 100% coverage)
iBlurDeferredShadowMask=10 (The amount of blurring added to shadow-edges. 0=Sharpest with ZERO blurring, making shadows very choppy. 5 is standard. I recommend a value of 10 so that shadows seen up-close are still 'soft' around the edges. The only drawback is using this at all creates the 'glowing aura' bug.)
fShadowDistance=3000.0000 (Distance of shadow-maps displayed to the player, highly recommended values are; 2000=Low, 3000=Medium, 4000=MAX, but no higher since you lose quality the further away shadows are drawn, and most of the landscape of Skyrim was designed with hills and other surfaces to 'mask' these shadow-transitions.)
fInteriorShadowDistance=8000.0000 (This value determines the distance to player that lights are displayed to DRAW shadows, if this value is below 8000, then players will see lights flashing on & off in dungeons and other interiors. Changing this value to smaller numbers does NOT improve shadow-quality, this is strictly a light-draw-distance factor.)
iShadowFilter=3 (Recommended value of 3, since 4 causes 'Crash To Desktop' on some machines)
fShadowLODStartFade=200.0000 (This is the number that changes the quality of a shadows appearance up-close, the smaller the number, the better the resolution. Tested extensively to be best at 200, since 100 is too short a range and doesn't start drawing for the players point-of-view until 200.)
iShadowMode=3 (Recommended value of 3, since 4 is buggy in some areas, particularly around waterfalls which will be either too-bright or too dark)
bShadowMaskZPrepass=1 (This prepass ensures the active blending of shadows onto textured surfaces and is used to handle the value of 'iShadowMaskQuarter'' with the game-engine. It is not required, but DOES add realism if you have the machine to handle it.)
UPDATE: Nexus-user ' Defosh369 ' has discovered that the FOV really can make or break shadows, Use in-game at console; "FOV 75" and then "FOV 90" to see how it changes them.
I hope this helps. For more SHADOW info, check out nexus-user Defosh369's channel on this site.
That isnt that difficult. Copy the this fSunShadowUpdateTime=0.0025 fSunUpdateThreshold=0.0025 fShadowBiasScale=0.6 And paste it in skyrim.ini under Display. Thats all Ps sry for my bad english
Thank you so much Salah-ad Din. I have been looking for a fix for this forever. It ruined everything for me.. just by inputing your ini settings its FIXED! ! Thanks again brother
i added this tweak. i didnt liked it everything moved all the time so i deleted those 3 lines in skyrim.ini.. but it didnt removed the effect do what now ?
You need to change the values of those lines in the ini file back to the default. I don't know what the default values are but I do know that they're higher numbers because this mod was smoothing the shadows by forcing the game to recalculate them at a reduced latency.
63 comments
[Display]
iShadowMapResolution=4096 (Size of ENTIRE memory-pool used for shadow-texture distribution on surfaces)
iShadowMapResolutionSecondary=2048 (Size of memory-pool used for secondary shadow LOD-textures on surfaces PAST the "iBlurDeferredShadowMask" range)
iShadowMapResolutionPrimary=2048 (Size of memory-pool used for primary shadow LOD-textures on surfaces BEFORE the "iBlurDeferredShadowMask" range)
fShadowBiasScale=0.4500 (The ANGLE the Shadow-maps are aligned to surfaces. Anything from 0.3 - 0.6 is recommended)
iShadowMaskQuarter=3 (How many Quarters of an object are being visually aligned to the players viewpoint. 3 = 75% standard, 4 is FULL. No need for more because 4 = 100% coverage)
iBlurDeferredShadowMask=10 (The amount of blurring added to shadow-edges. 0=Sharpest with ZERO blurring, making shadows very choppy. 5 is standard. I recommend a value of 10 so that shadows seen up-close are still 'soft' around the edges. The only drawback is using this at all creates the 'glowing aura' bug.)
fShadowDistance=3000.0000 (Distance of shadow-maps displayed to the player, highly recommended values are; 2000=Low, 3000=Medium, 4000=MAX, but no higher since you lose quality the further away shadows are drawn, and most of the landscape of Skyrim was designed with hills and other surfaces to 'mask' these shadow-transitions.)
fInteriorShadowDistance=8000.0000 (This value determines the distance to player that lights are displayed to DRAW shadows, if this value is below 8000, then players will see lights flashing on & off in dungeons and other interiors. Changing this value to smaller numbers does NOT improve shadow-quality, this is strictly a light-draw-distance factor.)
iShadowFilter=3 (Recommended value of 3, since 4 causes 'Crash To Desktop' on some machines)
fShadowLODStartFade=200.0000 (This is the number that changes the quality of a shadows appearance up-close, the smaller the number, the better the resolution. Tested extensively to be best at 200, since 100 is too short a range and doesn't start drawing for the players point-of-view until 200.)
iShadowMode=3 (Recommended value of 3, since 4 is buggy in some areas, particularly around waterfalls which will be either too-bright or too dark)
bTreesReceiveShadows=1 (Self-Explanatory)
bDrawLandShadows=1 (Self-Explanatory)
bDrawShadows=1 (Self-Explanatory)
bShadowMaskZPrepass=1 (This prepass ensures the active blending of shadows onto textured surfaces and is used to handle the value of 'iShadowMaskQuarter'' with the game-engine. It is not required, but DOES add realism if you have the machine to handle it.)
UPDATE: Nexus-user ' Defosh369 ' has discovered that the FOV really can make or break shadows, Use in-game at console; "FOV 75" and then "FOV 90" to see how it changes them.
I hope this helps. For more SHADOW info, check out nexus-user Defosh369's channel on this site.
fSunShadowUpdateTime=2
fSunUpdateThreshold=0.075
it works for me, I think it's as close to realtime shadows as possible
fSunShadowUpdateTime=0.0025
fSunUpdateThreshold=0.0025
fShadowBiasScale=0.6
And paste it in skyrim.ini under Display. Thats all
Ps sry for my bad english
fSunShadowUpdateTime=0.25
fSunUpdateThreshold =0.5
and officially, in the "Improved New Skyrim Shadows for Medium-Range PC" mod, those values are recommended:
fSunShadowUpdateTime=0
fSunUpdateThreshold=2.0
You could try them both out, or change the values to your liking.
Go to skyrimPrefs.ini and change:
iBlurDeferredShadowMask=22
iShadowMapResolution=5192 (this can be lower if you want, 4096 or 2048, but not any lower)
fShadowBiasScale=1
This will fix this mods problem and even all shadow bugs in general (no more blocky/lego shadows)
Credit goes to toxic96 for finding this. Cheers.
By adding it to GEMS, I hope more people will see this and try it out.