Now that I can actually see shadows where they’re supposed to be, I have finally witnessed fault 9 to an extent. At a fixed distance from my character, terrain shadows disappear, but not characters’ shadows. This was visible at 9-9:30 AM in Kharanos through the following steps:
- I walked out of the inn and up to the signpost right by its entrance, turning to face the two mountaineers just north of me (one by the road in front of the entrance to the forge, and one atop the ridge next to him)
- I walked forward towards the dwarf atop the ridge until the shadows visibly popped below him.
- I backpedaled to find the hard line edge of the shadow.
I then observed that only the terrain’s self-shadowing was impacted, and when circling around that shadow, there were points when various triangles from the terrain stopped casting their shadow, producing a flicker that may have been what others described in other reports.
It is also worth noting that doodads in the world like the signpost maintain their shadow regardless of distance. The only time they disappear is when the shadows are set to fair, which I imagine is intended behavior and not actually a fault.
Furthermore, when I set my shadow quality to fair, the terrain’s self-shadow lingered until I moved away from it, then never returned.
My Specs
MacBook Pro 13-inch M2 2022
24 GB Memory
Sequoia 15.7.9
OS resolution: 1440 x 900
Native resolution: 2560 x 1600
My Settings
Note: Any setting with * has been twiddled with no affect on this fault
Resolution*: 2560 x 1600
Render Scale: 100%
VSync On
Anti-Aliasing None
Models: HD
FOV 90
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These settings are duplicated for raid settings:
Shadows: High (toggled down to Fair intermittently for testing)
Legacy Liquid: Fair
PBR Liquid: High
Particle Density: Ultra
SSAO: Low
Bloom: Low
Depth FX*: High
Compute FX*: High
Texture Resolution: High
Spell Density: Reduced
Projected Textures: Enabled
View Distance: 10
Environment Detail*: 5
Ground Clutter: 4
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Triple Buffering: On
Texture Filtering: 16x Anisotropic
Resample: Bicubic
Physics Interactions: Player Only
Optional GPU Features*: On
Async Resource Creation*: On
Multithreaded Rendering*: On
Advanced Work Submit*: On