June 2014
Hi
For some reason I am getting horrible shadow striping in ME3 on dynamic shadows outside and sometimes inside of cutscenes. The vast majority of the time cutscenees are fine but the second the cutscene ends all the dynamic shadows are striping. This seems to happen a lot and is especially noticible on worlds with high contrast light such as the hospital on the citadel. The issue also happened in the cutscene with the merc boss, i forget his name whoever the one who says Aria will sleep with him.
I have tried all manner of tweaks but nothing had made the problem go away. Has anyone got any ideas or a possible fix. Is anyone else experiencing this problem as all over the internet I have seen no one with this issue?
http://i61.tinypic.com/2yl769w.jpg
Note the shadows appear as stripes on his back and also on shepards face. Every shadow in this room appears as stripes. This is especially noticable when things are movings as the shadows stripe up and down objects.
Please can somebody help?
July 2016 - last edited July 2016
In Coalesced.bin, change ShadowTexelsPerPixels from 1.27324 to 4 (the value used in ME2, which did not have this problem). This fixed it for me.
An explanation of what this setting does can be found here: https://tera-forums.enmasse.com/forums/general-discussion/topics/ini-tweaks-and-performance-guide
ShadowTexelsPerPixel= I am not entirely sure what the definition of this setting is, but I'll tell you what I've experienced it as. Let say there is a huge mob and a small mob. If the huge mob is stand next to the small mob, and your looking at them both, the huge mob will have a very large shadow compared to the small mob. But if the huge mob is far away, its possible that the large mobs shadow will be equally as big( in pixel count) as the small mob's shadow. So what this option does is it changes not how far you see shadows, or how many shadows you see, but how many pixels on your screen shadows will take up. So if you set this sufficiently high, you will see almost every shadow from every creature. But if it isnt high enough, you will start to see the very smallest (pixel count) shadows no longer render. So to define this line in other words it could be called "Amount of screen space taken up by rendered shadows". Larger shadows taking precidence.
Basically, if the value is too low, then the game will limit the amount of shadows displayed on a character. Some parts are shadowed, others are not, which results in the striping effect.
EDIT: I've bolded the most important parts.
July 2016 - last edited July 2016
Wow, that's the second relevant necropost I saw in a day. Must be something in the Air.
A little advise, if you tell somebody to edit the the "Coalesced.bin" of ME3 you also need to tell him where he can find the Tool to do so. ME3 - Coalesced Utility
(For everyone, make a Backup of your "Coalesced.bin" before you use the tool)
Don't take this Post as a critique, that's not my intention, in the contrary, I like the fact that you try to help people.
May 2017 - last edited May 2017
May 2017
What GPU do you use?
Do you use any Mods?
May 2017
May 2017
So "shadowdepthbias=" without a value works? Never tested that, what is the effect in game?
Did you tested with numbers below full digits like 0.08?
Also try to change "texturegroup_apl_xxx" / xxx =1024 - 512 to "1" if it is "0" could be a LOD issue as well.
May 2017
May 2017
Could you elaborate for me exactly what I should change the values of the APL texturegroup?
This is what I see
TEXTUREGROUP_APL_128=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_APL_256=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_APL_512=(MinLODSize=1024,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_APL_1024=(MinLODSize=2048,MaxLODSize=4096,LODBias=0)
May 2017
Set "LODBias=0" to "LODBias=1")
I have not much confidence that it will help with your specific problem, but only you can test that.