"New" shadows flicker when they are far away from the camera, add an option to change them
Is your feature request related to a problem? Please describe.
On #1699, TFP worked on a setting that let you lower the shadows in game. Original SA has the shadows a bit too high. This fix works and makes shadows not appear floatty, but this makes them flicker.
There were plans to add a function to change the shadows height, or at least let the client decided whenever they would want the fix or not.
#2018 added this, but without an option to toggle it, since botder argued that this was a general improvement and no one would want it to be disabled. I disagree, because since this change I have been noticing a lot of flickering on far away shadows. I'm 90% sure this didn't happen before, but I could be wrong since this change was added so far ago.
https://user-images.githubusercontent.com/23291573/187042864-c3c0673d-73a6-4b91-88a7-4a3501a00bb1.mp4
We should have an option to enable or disable this, or even better, set the shadow height to whatever we want.
Describe the solution you'd like
Consider adding the setting proposed on #1699.
Describe alternatives you've considered
Alternatively add a clientside function in which we can set the shadows height.
Additional context
This visual error COULD be happening for other reason that #2018 (particulary that broken traffic light), I didn't test older versions and I didn't try to compile MTA with the default shadows. If you have encountered this issue, please let me know.
Security Policy
- [X] I have read and understood the Security Policy and this issue is not about a cheat or security vulnerability.
That just seems to be Z fighting, which yes, is most likely why they were higher off the ground originally. I guess not much can be done about it, but I do agree that, in light of this, it the option should be opt in instead of opt out by default.
I knew there could be problems with this, so I wanted to add it as an option in the settings.
Most people aren't knowledgeable enough to figure out this causes the issue, and I'm pretty sure most of them find this annoying when it happens, so I stand by my above comment.
maybe caused by collisions doesn't match the dff, and thus it causes Z fighting.