» Mon May 28, 2012 8:24 am
The best option, if you have a rather new card by Nvidia, is the ambient-occlusion shadows option in the advanced card settings.
If that is an ability, and you can turn it on... Then you should turn off "Tree and grass and ground shadows", if those were turned-on manually. Then reduce exterior shadows drawing to about 1000 (15-feet). That is the strong sun shadow only, not all shadows. Along with setting these shadow settings... Ambient occlusion will self-shadow surfaces that join-together at steep angles with a darker shade. Thus, the multi-layer trees and grasses will naturally have a darker core near the trunk, and brighter colors at the exposed ends, which are not near the trunk. Same with grass and rocks that intersect the ground. The denser the objects and the more layers occluding/blocking ambient light, the darker the shadows. This also includes under roof-porches, intersections of door and window trim, most things you see when looking up which should be darker than the ground below...
In the Skyrim.INI
iShadowMapResolutionPrimary=2048
In SkyrimPrefs.INI
fShadowDistance=1000.0000
iBlurDeferredShadowMask=3
iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=2048
NOTE: Secondary must be half the Primary, or the two shadows will not look correct where they blend. Shadows have two separate maps for each view-distance, from the origin. If both values are the same, your FAR-SHADOW (SECONDARY), will seem to have twice the resolution as the NEAR-SHADOW (PRIMARY). EG, the half-way point where the shadow begins to fade, will be crisp while the shadows under your feet and on players, are blocky.
If you MUST have HD shadows, set at a far range... On every damn object at once... Way off in the distance... (Because you don't have ambient-occlusion shadows.)
Try these values...
In the Skyrim.INI
iShadowMapResolutionPrimary=2048
In SkyrimPrefs.INI
fShadowDistance=7000.0000
iBlurDeferredShadowMask=3
iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=4096
The iBlurDeferredShadowMask=3 will soften shadows, but each blur-level is just more speed-loss due to use of older 2.0 shaders still being used, and custom software-shadows which the game seems to use. Larger values also make many shadows seem to float under and away from where items intersect the ground, if the sun is at a shallow angle. EG, tree-trunks will have a noticeable gap before the shadow is drawn, with a blur of 8 or 16. Thus, the tree will seem as if it is floating, with light shining under the trunk that seems to be suspended in the air.
The problem is... Shadows are not a set clarity, or blur, in reality... The closer the shadows is to the ground/intersection, the sharper it is. The further-away the shadow is from the object, the softer and brighter it is. EG, a tree-trunk casts a dark and sharp shadow where it intersects the ground. However, the tree-top would cast almost no apparent shadow, and it would be real blurry, not sharp. (That is what makes most 3D rendering programs produce obvious fake-looking renderings. They use ray-tracing which is a hard-shadow, and/or full-blur shadow-masks, which are both unnatural and fake-looking.)
There is no middle ground. You get to pick, QUALITY-SHADOW-DETAIL or DISTANCE-SHADOW-VOLUME, not both. One reduces the other, and both being half-way just makes them both ugly.