Poor Body Textures Outside of CAS

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OpiumGirl:
I'm curious, does anyone actually know what the difference between high quality and low quality lighting?  I mean, what is the difference in rendering that would cause one to be less taxing on the system than another?
The only thing I can think of is how the light reacts to objects and not the actual light and darkness.  So, if you looked around you at the room, it might not be too drastically different, but if you looked at a bunch of objects it may be quite noticeable.  Does anyone know if that's what it is, or if it's something else completely that makes the difference?

awrevell:
I may well be wrong here (I am still learning how to program graphics).  However, if I understand correctly the reason low end systems display blocky shadows is the size of the area illuminated by each ray computation for the light.  The larger the area of effect for each computation the fewer computations needed for each frame and the blockier the shadow.  The smaller the area illuminated by each ray computation the more gpu cycles used each frame and the slower the system will run, however, the more realistic the shadow.   The system has to calculate each "ray" of light and what it collides with.  In low end systems the rays are larger to reduce the lag.  However, with the larger the ray the more likely it is that part of a ray will hit an object which the system then interprets as blocking the ray and the next object in line gets shadow instead of light, even though it should have been lit.  This is why object lighting on low end systems is sometimes wonky.

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