As many of you are, I am working on a game.
I have just added my first attempt at shadow mapping (standard variation) and quite frankly I am very disappointed.
I am literally squeezing as much out of this approach as possible and it simply not usable.
Its too slow and too ugly to look at!
So what do people do?
I have bumped into something called "Perspective shadow mapping" but I have not got any working examples of this yet and I don't really want to spend a long time working on this only to find that its too slow to use and not all that much better.
So what I am asking for is some feedback on your experiences and how you overcome all the problems with shadow maps.
Some details are: I have a single light (point light) Standard first person type game The light moves (all the time, but slowly) The draw distance is not very far
If I don't use shadows then the game runs at 500 FPS, and with shadows it drops to 90!
Edit: As I have said, I have put a lot of effort into this so I have already solved: Getting the tightest possible near/far Getting the tightest X/Y (without constant change per frame) I have no peter panning No acne
But, due to the fact that my light moves all the time I get constantly (shaking) shadow pixels.
And the only way I am able to make the shadows look crisp/and stop shaking is to make the shadow map ridiculously high resolution. And this then drops the frame rate too much.
I understand all the problem, but what I want to know is what do people rely do to solve the problem. People cant really be using this in games as its just no good.
I am also looking into cascaded Shadow Mapping. That looks to be the solution. What are people experience with this?