So this is what everything looks like in my game:
Indoor Shadows During the Day
Outdoor Shadows (Building-Casted)
Tree Shadows all appear realistic. There will be some diffusion in shadows cast through trees, just like irl, but for me, the tree shadow quality is consistent and not “grainy”…
Zoi In vs Out of the Tree-Casted Shadows
And here is her completely in the tree shadows
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I’m not seeing much of a large difference in any of these cases, other than some slight expected changes in the sharpness of the mesh because of how light reflection works.
Ramble:
Some of the cast shadows are “less sharp” on objects as they move across them, but I figure that’s because of the game processing light diffusion while in motion. Since swaying leaves are in motion, their shadows are constantly being rendered and may appear less sharp than stationary shadows. But it’s never so bad that it looks awful, or super grainy like yours, and it doesn’t significantly affect the meshes within their shadows…
The only time I see grainy hair or slight “ghosting” is when a Zoi or the camera is moving very quickly through areas with varying shadows, but once the motion stops/slows or I pause, and the processing finishes, it goes back to looking normal.
TDLR: I don’t see anything out of the ordinary in my game, and the visible changes are insignificant ![]()




































