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@unreal dev people I did find some very cool perf "hacks" on unreal recently Only if you're using CSM shadows though (I'm optimizing for SteamDeck) So apparently there's a concept of "Far Shadow" which is a separate cascade reserved for vista objects, objects you have to mark as "Far Shadow"

Excuse me if some of y'all knew about this already but I somehow didn't (Applies to UE4 too) You can see here the interior of this dungeon on Medium doesn't get shadowed by the Directional light

This requires your Directional Light to be given it's own Far Shadow cascade count of at least 1. And how far you want that cascade to reach into (This distance starts AFTER your normal shadow distance) aside: I would not recommend using Distance Field shadows AT ALL on mobile hardware (SteamDeck)

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