Your post got me thinking (always a good thing) Initially I assumed, yeah, of course it’s the shadows because enabling them causes it. But it also could be just normal if you really think about it.
1. Fps is fine when you look away from a front line that’s filled by objects that are already tens of miles away.
2. fps plummets when you turn your head towards the object filled front line and in no way could be able to see them even with direct line of sight as they are so far.
clearly it’s just shadows, right? Wrong! Could be something else
There are couple of reasons that come to mind initially.
Possible cause #1: sub-standard shadow culling for distant vehicles/buildings/other GameObjects could be one reason.
Possible cause #2: shadow culling is fine, but as player looks towards the front there has to be added calculations for the numerous objects and players located near the front line and this pushes basically any cpu over the edge. Apparently causing a ”shadow issue”.
I’m interested if this is something that happens in any way on a flat screen 4k usage or is this only in VR. If it’s only in VR, I would be more likely to think it might be something like possible cause #1
In any case, objects that the player absolutely cannot see causes this in both cases #1 and #2. Maybe there’s something that could be optimized?
When multicore? Right?