The shadows need some soft edges.
That's definitely something we are looking into. Unfortunately the alternative shadowing techniques have equally painful drawbacks (like shadow maps with point light resolution issues, memory usage, and artifacts).
I can't promise anything, but your comment is noted and we are exploring alternatives. :)
Thanks for the feedback!
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Btw: if you have any suggestions that you'd like us to look into we are always open to feedback.
I have a suggestion for the shadows , I marked the problem on the image:
screenshot
Physicly they should look the same . Both with specular highlights.
Are there two directional lights in the image, and is the second light's ShadowSource set to the first light (this allows lights to share shadow sources, in this case it would allow both to use the first light's shadows for both)?
No , I've not set any sources .
How do I do that ?
Tried this : ambientDir.ShadowSource = sun.ShadowSource;
But it results in : error ShadowSource is readonly.
Sorry, I got that wrong – only point lights can share shadow sources. Sharing shadows allows you to reduce the shadowing overhead in scenes where there are enough lights (or the lights are close enough to each other) that most people won't notice the difference in the number of light and shadow sources, and it generally looks better than disabling shadows on less important lights.
I was able to reproduce the problem, and have a fix that will go out in the next beta (shooting for this weekend).
Beta 5.1 just went out and contains fixes for: