Swift's vs Devil's Shadow Sys

Blitz3D Forums/Blitz3D Programming/Swift's vs Devil's Shadow Sys

I have been messing around with Swift's shadow sys and it seems that there is no way I can make this system work fast enough with a mesh terrain. I have tried it for indoor close levels and that works fine (since the geometry and poly count is a lot less).

I have a light system in there and I like to update it NOT every frame, so I do every 30 frames or so and speed increases drastically. I try doing the same with Swift's Shadow sys and it ends up making a lag every update(not cool).

Could Devil's system be managed in a way so it will not lag me as bad. Is Devil's system "better", and if so what are the differences? I love Swift's because it's so easy to add. Maybe I'll just end up having a lightmapped level and then use a shadow system only for animated characters, and no nice shadows on outdoor levels.

You must hate DX7, the graphics seem to degrade when I get further from a model. Someone please come with an easy to add DX9 engine.


Note: image using static shadows at 512 res.