The final update before i vanish forever into the depths of Divinity: Original Sin 2 which is about to release today. My last words are:
This update disabled HTTP Pipelining until LL figures out how to not make it blow up the Viewer and it also includes some improvements to shadows in hopefully every possible situation but most importantly on high altitudes. Shadows should flicker less if at all and they should be almost as precise as on the ground now while the ground shadows should be slightly more precise on distance too, yay for less disconnected shadows!
I hope you value this improvement as much as i do.
I think the following two comparison pictures of a theater on 1800m altitude speak for themselves.
Note these are 4k shots with 6k and 4k shadow resolution to show the effect even more. They do a big improvement on normal 2k shadow resolution too. Don't believe me? Normal 1080p shot with default shadow resolution below.
Much better isn't it? All those ugly free floating totally disconnected shadows. I know this is still not perfect but its basically 10 times better than anything we've ever had in SL so far and probably close to what advanced shadowing technologies would achieve.
I realize that these snapshots are partly extreme tests, i think most of you have probably seen what happens when you set a sunset/sunrise (long shadow) like preset, right your shadows will go super nuts, disconnect, vanish completely (on LL Viewer sunset basically has no shadows whatsoever), its absolutely crazy how they break in these conditions and as you can see they perform absolutely fine now.
Also, sadly still no launcher... still trying to figure this monster out.