Presuming the option is enabled in Ryse (r_FogShadowsWater) then it would have it if the water were cloudy enough.you know what, I think I may remember something like that in C3. For sure it does it with smoke a haze tho. Never played Ryse so don't know what it has.
I honestly need to spend waaaaaaay more time looking into the game today when I have the time. Watch some vids I DL'd and pay more attention to the DF analysis. In a pre-release video, the overworld shadows at normal camera distance had very little too any dithering, but cutscene shadows still showed it since the camera was close enough.Hey, man, is shadow dithering still present to you? I can't seem to notice it in this video and I even played the game in person at a showcase today. Shadows definitely have some jagged edges, but dithering seems gone to me.
If you have any great screens to point me too show casing shadows close up and at verying distances (cutscene and otherwise), post 'em!
One thing I have always been curious about, and I am pretty sure it is possible, is using TAA for screenspace dithering on Shadow Maps. I am pretty sure that new game from the (Limbo?) devs does it.
Has anybody noticed on the beginning of the game how nate and sam character skin looks granulated, this may sound weird but it looks like the dithering in the shadows but this time on the skin, this only happens on cutscenes at the beginning of the game