I have a game that I want to run on old(er) hardware (OpenGL and 1-2GHz processor ) but I'm not sure how I should add shadows to my characters.
I'm torn between Shadow mapping and Deferred shading. Deferred shading looks good but how easy could the shadow volumes in irrlicht be modified to use it. Shadow-mapping has the problem of one pass per light and blocky aliasing effects (even though there are ways to combat this)
now over to you... how should I shadow my levels?
shadow mapping or deferred shading and volume shadows
I am planning this too and looking at Shadow mapping as it seems to be the most common and best for performance. Also the shadows are automatically a little blurred because of the low resolution of shadows..
Here is a link to a good ShaderX chapter: http://ati.amd.com/developer/shaderx/Sh ... rusion.pdf
Here is a link to a good ShaderX chapter: http://ati.amd.com/developer/shaderx/Sh ... rusion.pdf
Deferred Shading is only faster than "immediate shading" for complex scenes with many lights and only really an option, when you have multiple render targets available, which older cards that you want to address don't support. Else you have to render the scene with multiple passes, which will make rendering even slower. So realistically Deferred Shading is not an option.