Sonic Forces Guide

High-resolution object shadows for Sonic Forces

High-resolution object shadows

Overview

This guide instructs you how to increase the shadow map resolution in Sonic Forces.

Basics

Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. Wikipedia article about shadow mapping[en.wikipedia.org]

Precautions

  • High-resolution object shadows consume lots of VRAM and you should not follow the instructions below if your graphics card can’t handle the smoothness and power needed.
  • This tweak is only for the shadows cast by dynamic objects and the terrain casting shadows onto said objects.
  • The precompiled shadows and lightmaps into the global illumination in stages are not affected by this, and they need to be recompiled to look better. (due to the way how Hedgehog Engine (2) works)

Instructions

  • Browse local files and go to savedata folder in Sonic Forces root directory: SteamsteamappscommonSonicForcessavedata
  • Open GraphicsConfig.txt file there with any text editor. (Notepad++ preferred!)
  • Change the integer in shadowmapsize entry to any power of 2 value up to 8192. 16384 and above crashes the game immediately.
  • Changes are not reflected in the menu and you should not change any graphics settings there. It’ll reset the shadowmapsize entry up to 2048 (Ultra) in GraphicsConfig.txt.

Previews

While the tweaked high-resolution object shadows look fantastic, they were not without 2 caveats:

  • They bring down framerates significantly.
  • They bug out some precompiled shadows a bit. (If your eyes are sharp)

On the left row are Ultra shadows, and 8192 shadows on the right row.


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