A shot in the dark, maybe someone has an idea. Unfortunately, I’m unable to repro this on Playground in a minimalistic example…
Essentially, only on integrated Intel cards and pretty intermittently, the shadows start to jitter like the video. It’s almost like the jitter that TAA would do, but alas, I don’t have any TAA going on in this sample. It doesn’t look like this is a rendering order issue like in Jitter in shadow map while moving light - #6 by Mikael since the lights are static and only the camera moves. Also the jitter is pretty random, and doesn’t seem to correlate with the camera movement. Filtering method doesn’t seem to matter, and I’ve tried disabling WebGL2, and the WebGL1 version acts the same. I’m not entirely sure that’s Babylon’s bug (using 5.51-something build), but I also don’t have much going on in the custom code
Nevermind the shadow quality, that’s after tweaking a bunch of things in Inspector…
I suspected as much! Thankfully, I was able to hack our engine for this specific case: We were re-creating the ground under some conditions (if the world extent changed, etc), and seems like just making it static in this case would help