Star Wars 1313: Looks like TLOU isn't the only game with Indirect Shadows.

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faizan_faizan

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#1 faizan_faizan
Member since 2009 • 7869 Posts

As you all know since the release of in game footage for TLOU, Everyone was surprised and shocked to see it's doing Indirect Shadows for the first time in real time (Not just on SW, But on various sites like Beyond3D etc etc), Well i've got bad news for ya'.

Now look closely and observe how Star Wars 1313/Unreal Engine 3 does this.

This person walks slowly and causes a Indirect Shadow.
image3srv.jpgimage1cbb.jpg


How this looks in Motion:

anigifzjp.gif

Did you see that? That lighting is completely based on the original light coming from outside, That is NOT Ambient Occlusion, Ambient Occlsion cannot cast a shadow that far.

Another example:


This here person that we control (Not in the final game, He is not the protagonist for this game)
Comes closer to the window and takes a look outside.
During this scene, His arm casts a shadow on his.........(Whatever he is wearing)
image4ri.jpgimage2df.jpg


How this looks in Motion:

anigif1cjw.gif

So yeah, That's all, Although there are many other places that i've spotted this kind of lighting being produced but the above examples are enough, Also we have really less in game footage, Untill now i really like the game, Would've been better if this was a Open World game so i could explore 1313 myself.

And yeah, Cows........TLOU may be doing this for the first time on console, But on PC? You saw this for yourself. Console Graphics will never be better than PC.

From Kotaku
The live PC demo was controlled by anXbox 360Logitech controller and Robilliard says that they're using a heavily modified Unreal 3 engine with lots of plug-ins and add-ons to make things pop the way they do.1313represents the first time that ILM, LucasFilm Animation, Skywalker Sound and LucasArts are all working full-time on a game project. The company knows they have to win back gamers' trustI'll have more on that later this weekafter the disappointing debacle of Star Wars: The Force Unleashed 2. For them, you could say that 1313 embodies a new hope.


EDIT: Does the OP fit the title?

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Nengo_Flow

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#2 Nengo_Flow
Member since 2011 • 10644 Posts
who the f*ck cares about shadows..............
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DarkLink77

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#3 DarkLink77
Member since 2004 • 32731 Posts

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

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faizan_faizan

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#4 faizan_faizan
Member since 2009 • 7869 Posts
who the f*ck cares about shadows..............Nengo_Flow
Many do including me.
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Tessellation

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#5 Tessellation
Member since 2009 • 9297 Posts
most won't even notice this in motion.
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faizan_faizan

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#6 faizan_faizan
Member since 2009 • 7869 Posts

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

DarkLink77
Yea, But this is on Unreal Engine 3.
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DarkLink77

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#7 DarkLink77
Member since 2004 • 32731 Posts
[QUOTE="DarkLink77"]

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

faizan_faizan
Yea, But this is on Unreal Engine 3.

Is it? I didn't know that.
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faizan_faizan

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#8 faizan_faizan
Member since 2009 • 7869 Posts
most won't even notice this in motion.Tessellation
That's why i did instead, I knew about this game for a long time, And yesterday i spotted some Global Illumination so i thought this might be using Indirect Shadows as well and this was shocking for me.
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Obviously_Right

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#9 Obviously_Right
Member since 2011 • 5331 Posts

who the f*ck cares about shadows..............Nengo_Flow

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faizan_faizan

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#10 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="faizan_faizan"][QUOTE="DarkLink77"]

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

DarkLink77
Yea, But this is on Unreal Engine 3.

Is it? I didn't know that.

Surprising isn't it? This looks nothing like the previous Unreal 3 games released.
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Cherokee_Jack

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#11 Cherokee_Jack
Member since 2008 • 32198 Posts

Forgive my ignorance, but what differentiates that from this kind of shadow?

crysis2008032618381419tw0.jpg

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IAmNot_fun

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#12 IAmNot_fun
Member since 2010 • 3336 Posts
Flashy graphics and shadows aren't going to win me over unless they finally make a star wars game worthy of license. Like how they did in last gen. If this game is as bad as Force Unleashed series, I wouldn't bother whether it has shadows, graphics, or even if it lets you kill Jar Jar. If they make this some space Uncharted, I will be mad. And I have a feeling it will be. Actually on second thought, killing Jar Jar would make this game better.
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cloudff7tm

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#13 cloudff7tm
Member since 2006 • 3975 Posts

Don't care about shadows, but this makes me wonder what some console devs could do on PC. Santa Monica, Naughty Dog, Guerilla, Turn 10, Nintendo's Galaxy devs, etc.

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faizan_faizan

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#14 faizan_faizan
Member since 2009 • 7869 Posts

Forgive my ignorance, but what differentiates that from this kind of shadow?

crysis2008032618381419tw0.jpg

Cherokee_Jack
That is called a dynamic shadow, SW1313 is doing a Indirect Shadow.
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faizan_faizan

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#15 faizan_faizan
Member since 2009 • 7869 Posts

This here chair is causing a Indirect Shadow.
3FourBounces.jpg

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themajormayor

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#16 themajormayor
Member since 2011 • 25729 Posts
[QUOTE="Cherokee_Jack"]

Forgive my ignorance, but what differentiates that from this kind of shadow?

crysis2008032618381419tw0.jpg

faizan_faizan
That is called a dynamic shadow, SW1313 is doing a Indirect Shadow.

Yeah but what's the difference?
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faizan_faizan

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#17 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="Cherokee_Jack"]

Forgive my ignorance, but what differentiates that from this kind of shadow?

crysis2008032618381419tw0.jpg

themajormayor

That is called a dynamic shadow, SW1313 is doing a Indirect Shadow.

Yeah but what's the difference?

crysis2008032618381419tw0.jpg

This. This is NOT Ambient Occlusion,
Pic on the right is doing everything in real time, Pic on the left is doing everything in real time without Indirect Shadows.
Now if there was no Lighting Baked in Crysis or If Crysis was doing EVERYTHING in real time then the result would be this.
direct_lighting_only.jpg

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sora16perfect

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#18 sora16perfect
Member since 2007 • 730 Posts
Wow, is it really this serious?
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faizan_faizan

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#19 faizan_faizan
Member since 2009 • 7869 Posts
Wow, is it really this serious?sora16perfect
? It's very serious for Graphic Lovers, I'm not just a gamer, I actually look deep into Computer Graphics, AND IT'S ABOUT TIME WE ARE DOING THIS IN REAL TIME, CG had this like 8 Years Ago.
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HaloPimp978

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#20 HaloPimp978
Member since 2005 • 7329 Posts

Dat Shadow effect does look pretty nice. So this is how all next gen game shadows will like then.

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faizan_faizan

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#21 faizan_faizan
Member since 2009 • 7869 Posts

Dat Shadow effect does look pretty nice. So this is how all next gen game shadows will like then.

HaloPimp978
Yes, But some games won't be using this. Remember 2004? It was the time when Dynamic Shadow was becoming popular and beautiful, This is the time for Global Illumination and Indirect Shadows.
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crimsonman1245

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#22 crimsonman1245
Member since 2011 • 4253 Posts

I would be so happy if launch PS4 games look like 1313.

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GhoX

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#23 GhoX
Member since 2006 • 6267 Posts
most won't even notice this in motion.Tessellation
It's one of those things that you may not immediately notice, but if it's not there then you will always feel that the graphics are unrealistic. If we ever want to achieve photo-realism in gaming graphics at some point, then every aspect and detail of what makes real life appear so realistic need to be perfected.
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faizan_faizan

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#24 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="Tessellation"]most won't even notice this in motion.GhoX
It's one of those things that you may not immediately notice, but if it's not there then you will always feel that the graphics are unrealistic. If we ever want to achieve photo-realism in gaming graphics at some point, then every aspect and detail of what makes real life appear so realistic need to be perfected.

True, And that is how CryTek does it.
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Dark_man123

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#25 Dark_man123
Member since 2005 • 4012 Posts

Can't we all just forget about reality and just play and enjoy the games for fuvks sake.

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faizan_faizan

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#26 faizan_faizan
Member since 2009 • 7869 Posts

Can't we all just forget about reality and just play and enjoy the games for fuvks sake.

Dark_man123
STFU, If you hated the topic then why post?
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zeeshanhaider

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#27 zeeshanhaider
Member since 2004 • 5524 Posts

[QUOTE="DarkLink77"]

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

faizan_faizan

Yea, But this is on Unreal Engine 3.

But UE3 doesn't even support realtime GI or indirect shadows. :?

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zeeshanhaider

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#28 zeeshanhaider
Member since 2004 • 5524 Posts

Don't care about shadows, but this makes me wonder what some console devs could do on PC. Santa Monica, Naughty Dog, Guerilla, Turn 10, Nintendo's Galaxy devs, etc.

cloudff7tm

Don't know about the rest but GG would be a FAIL, I think they did develop one game for PC and it was not something spectacular.

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clyde46

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#29 clyde46
Member since 2005 • 49061 Posts
Many people on here claim they cant see a difference between 30FPS and 60FPS, they sure as hell arent going to care about shadows.
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faizan_faizan

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#30 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="DarkLink77"]

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

zeeshanhaider

Yea, But this is on Unreal Engine 3.

But UE3 doesn't even support realtime GI or indirect shadows. :?

Who said that? http://udn.epicgames.com/Three/Lightmass.html
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The__Kraken

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#31 The__Kraken
Member since 2012 • 858 Posts

Nice. Shadows are one of the most important aspects of great graphics. Just look around the room you are in and look at all them shadows...

Better shadows is always a good thing. End of story.

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zeeshanhaider

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#32 zeeshanhaider
Member since 2004 • 5524 Posts

[QUOTE="zeeshanhaider"]

[QUOTE="faizan_faizan"] Yea, But this is on Unreal Engine 3.faizan_faizan

But UE3 doesn't even support realtime GI or indirect shadows. :?

Who said that? http://udn.epicgames.com/Three/Lightmass.html

I said realtime GI. Lightmass is prebaked/static solution. Only CE3 does realtime GI on consoles albeit a weaker one than from its PC counterpart.

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deactivated-5cf4b2c19c4ab

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#33 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

[QUOTE="faizan_faizan"][QUOTE="DarkLink77"]

LucasArts internal teams have always been able to do some pretty impressive things with tech, so it's not that surprising.

zeeshanhaider

Yea, But this is on Unreal Engine 3.

But UE3 doesn't even support realtime GI or indirect shadows. :?

In the basic build, but UE3 can be modified quite a bit. For example, Unreal 3 actually supports the same quasi-realtime radiosity system that Battlefield 3 uses, the developer just needs to license it from Geomerics. In regards to the indirect shadows, a developer could just code that in themselves. Modders have done it in both Cryengine and Source engine, a full development team could undoubtedly do it, especially if they bought a source code license.
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zeeshanhaider

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#34 zeeshanhaider
Member since 2004 • 5524 Posts

[QUOTE="zeeshanhaider"]

[QUOTE="faizan_faizan"] Yea, But this is on Unreal Engine 3.ferret-gamer

But UE3 doesn't even support realtime GI or indirect shadows. :?

In the basic build, but UE3 can be modified quite a bit. For example, Unreal 3 actually supports the same quasi-realtime radiosity system that Battlefield 3 uses, the developer just needs to license it from Geomerics. In regards to the indirect shadows, a developer could just code that in themselves. Modders have done it in both Cryengine and Source engine, a full development team could undoubtedly do it, especially if they bought a source code license.

Yeah, that might explain that.

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R3FURBISHED

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#35 R3FURBISHED
Member since 2008 • 12408 Posts

So instead of removing blood splatter when you are hit by a blaster, they add in some bullsh1t shadowing affect?

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Teuf_

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#36 Teuf_
Member since 2004 • 30805 Posts

Dude, you're going to see whatever you want to see if you stare at those GIF's long enough.

It's probably just a shadow from one of the many lights they put in the scene to make the characters look good. I wouldn't be surprised if they put a few dozen lights in there.

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BlendThree

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#37 BlendThree
Member since 2012 • 181 Posts

[QUOTE="sora16perfect"]Wow, is it really this serious?faizan_faizan
? It's very serious for Graphic Lovers, I'm not just a gamer, I actually look deep into Computer Graphics, AND IT'S ABOUT TIME WE ARE DOING THIS IN REAL TIME, CG had this like 8 Years Ago.

I have often wondered where the snag in tools used to create CG films would make their way to our industry has been- Has this been primarily due to the high cost of the software until now?

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HaloinventedFPS

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#38 HaloinventedFPS
Member since 2010 • 4738 Posts

Crysis 2 & Stalker COP did it im pretty sure

knowing PS3 limits & ND's little tricks, it's safe to say the indirect shadows will be limited, most likely just for the main characters

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BlbecekBobecek

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#39 BlbecekBobecek
Member since 2006 • 2949 Posts

Many people on here claim they cant see a difference between 30FPS and 60FPS, they sure as hell arent going to care about shadows. clyde46

Many people dont even care about video games. Are you shocked?

What I dont get is why someone who doesnt care about shadows writes a post about how he doesnt care into a thread about shadows. That seems seriously retarded to me.

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deactivated-59b71619573a1

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#40 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

The game is the closest to CGI I've ever seen in real time. It walks all over TLOU visually and most other games for that matter.

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Ballroompirate

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#41 Ballroompirate
Member since 2005 • 26695 Posts

Don't care about shadows, I'd rather care about if the game can deliver in gameplay and story.

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KungfuKitten

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#42 KungfuKitten
Member since 2006 • 27389 Posts

Do you think light is more important or shadows?
I rilly dig the accurate shadows in teh pics btw.

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BlbecekBobecek

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#43 BlbecekBobecek
Member since 2006 • 2949 Posts

Don't care about shadows, I'd rather care about if the game can deliver in gameplay and story.

Ballroompirate

Dont care about story, gameplay is what matters. This is a thread about shadows though in case you havent noticed :)

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-Unreal-

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#44 -Unreal-
Member since 2004 • 24650 Posts

I fail to see how this visual effect is any different from regular dynamic lighting. Other than performance wise if it's using different methods of calculating the shadows.

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Wasdie

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#45 Wasdie  Moderator
Member since 2003 • 53622 Posts

Umm, multiple games already have multiple light sources casting shadow on a single object.

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Heil68

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#46 Heil68
Member since 2004 • 60833 Posts
Shaping up to be a great game.
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Master_ShakeXXX

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#47 Master_ShakeXXX
Member since 2008 • 13361 Posts

big. freakin. whoop

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cainetao11

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#48 cainetao11
Member since 2006 • 38077 Posts
who the f*ck cares about shadows..............Nengo_Flow
Thank you. Some of the stuff brought up in SW is ridiculous. If the game is fun, the game is fun. A difference in small BS is not going to break a game for most consumers.
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deactivated-57ad0e5285d73

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#49 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts
.
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faizan_faizan

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#50 faizan_faizan
Member since 2009 • 7869 Posts

Umm, multiple games already have multiple light sources casting shadow on a single object.

Wasdie
Missing the point wasdie, I explained everything on Page 1. Scroll down and you'll know how it separates itself from Dynamic Shadows, This technique is called Indirect Shadows. Dynamic Lighting And Dynamic Shadows are both different. Indirect Lighting And Indirect Shadows are different from each other too.