protonscr

RoadCraft - Shadows render distance

protonclosed
ValveSoftware/Proton#9685 · opened 2026-04-20 by masterzone3d · updated 2026-04-20 · 2 comments · github
Mmasterzone3d 2026-04-20 github
  • RoadCraft
  • 2104890

System Information

  • GPU: Steam Deck Oled
  • Proton version: 10

I confirm:

  • [X] that I have checked whether there are updates for my system available.

Symptoms:

Based on latest official game update, now the dynamic shadows are rendered very closed to the camera instead of a standard game draw distance with "low settings". Previously shadows were rendered very far from the camera.

On Windows PC dynamic shadows are pretty good with same settings.

https://github.com/user-attachments/assets/d6232327-f4e7-4f19-a57c-9f5490ff65be

Kkisak-valve maintainer 2026-04-20 github

Hello @masterzone3d, we're using one issue report per unofficially supported game title, so I've gone ahead and transferred this issue report to https://github.com/ValveSoftware/Proton/issues/8694#issuecomment-4280777418.

Mmasterzone3d 2026-04-20 github

Hello @masterzone3d, we're using one issue report per unofficially supported game title, so I've gone ahead and transferred this issue report to [#8694 (comment)](https://github.com/ValveSoftware/Proton/issues/8694#issuecomment-4280777418).

I understand the merge, but I would like to highlight that this is a specific graphical regression introduced with the latest game update (aimed at fixing AMD crashes).

Issue: Dynamic tree shadows suffer from an extremely aggressive clipping distance on Steam Deck. They disappear just a few meters away from the camera.

Technical Findings:

Comparison: This issue does not occur on PC using the same "Low" settings. It seems to be a Steam Deck-specific profile change or a side effect of the recent stability fix for AMD GPUs.

Workaround: Increasing the "Details" parameter to "High" fixes the shadow draw distance, but this was not necessary before the patch and impacts performance on handheld.

Hypothesis: The fix for AMD stability likely introduced a hard-coded shadow culling limit specifically for the Deck's hardware profile or when running under Proton, which is now tied incorrectly to the "Low" detail preset.

I hope this helps the team investigate if the shadow distance parameters were unintentionally throttled for Steam Deck users in the latest build."

Upstream links