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

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RR360DD

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#51 RR360DD
Member since 2011 • 14099 Posts
[QUOTE="Wasdie"]

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

faizan_faizan
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.

To be honest, you've done a terrible job at explaining what indirect shadowing is. Most people don't know what the heck it is, so why should we care.
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Namgis

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#52 Namgis
Member since 2009 • 3592 Posts

How is this relevant to TLoU and Cow bashing? Have they been claiming that they are the only ones that will ever be doing this? Or just that they're first? Either way, big whoop. And isn't 1313 coming out next year? It should be more advanced by that time.

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faizan_faizan

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#53 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="Wasdie"]

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

RR360DD

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.

To be honest, you've done a terrible job at explaining what indirect shadowing is. Most people don't know what the heck it is, so why should we care.

"All ya' had to do was to scroll a little down on page 1 CJ"
You lazy ass............
rsm_lighting_side_by_side.jpg 

 Right one has indirect shadows left one doesn't, If there was no Global Illumination in games, Or if everything was done in real time, Your HALO would probably look like this.
direct_lighting_only.jpg 

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tryagainlater

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#54 tryagainlater
Member since 2005 • 7446 Posts
who the f*ck cares about shadows..............Nengo_Flow
I know, right?
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faizan_faizan

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#55 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="Nengo_Flow"]who the f*ck cares about shadows..............tryagainlater
I know, right?

Devs do, If this wasn't important then why did they implement this in the first place? Think before you post.
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Jankarcop

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#56 Jankarcop
Member since 2011 • 11058 Posts

[QUOTE="Nengo_Flow"]who the f*ck cares about shadows..............tryagainlater
I know, right?

Looks at the flood of next gen console hardware threads ever since last E3, crying and complaining over the tiniest of details.

 

Yeah. I'm sure noone cares about this stuff.

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Zeviander

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#57 Zeviander
Member since 2011 • 9503 Posts
most won't even notice this in motion.Tessellation
And if it has no impact on gameplay, nobody should care.
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Inconsistancy

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#58 Inconsistancy
Member since 2004 • 8094 Posts

[QUOTE="Tessellation"]most won't even notice this in motion.Zeviander
And if it has no impact on gameplay, nobody should care.

Yes, 'video' games are just games and nothing else. Mirror's Edge could be made with stick figures with no sound and still work (that would kill the experience).

I wonder, do you care if you're watching a blu-ray movie, or are you content with VHS?

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faizan_faizan

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#59 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="Tessellation"]most won't even notice this in motion.Zeviander
And if it has no impact on gameplay, nobody should care.

Then why did Devs implement this in the game?
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Cherokee_Jack

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#60 Cherokee_Jack
Member since 2008 • 32198 Posts

lol, here come the high-and-mighty "Only gameplay matters" people.

Sorry, but presentation is a part of every video game and I'll care about it if I so wish.

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ronvalencia

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#61 ronvalencia
Member since 2008 • 29612 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.



How this looks in Motion:



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)



How this looks in Motion:



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?

faizan_faizan

Read http://udn.epicgames.com/Three/Lightmass.html

This is what the first diffuse global illumination bounce looks like. Notice the shadow behind the chair on the left, this is called an indirect shadow because it is the shadow of the indirect light. The brightness and color of the diffuse bounce depends on the incoming light and the diffuse term of the material that the light interacts with. Each bounce is darker than the previous, since some of the light gets absorbed by surfaces instead of being reflected. The pillar bases get more indirect light than other surfaces because they are closer to the areas in direct light

From Crytek, refer to page 3's "3.2 Scene Geometry Injection" http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf

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Zeviander

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#62 Zeviander
Member since 2011 • 9503 Posts
Yes, 'video' games are just games and nothing else. Mirror's Edge could be made with stick figures with no sound and still work (that would kill the experience). I wonder, do you care if you're watching a blu-ray movie, or are you content with VHS?Inconsistancy
Mmm, so many delicious fallacies. Where to start? A dated looking game with engrossing gameplay will always be a better game than a top-of-the-line-tech game with mediocre gameplay. Always. Art design is key to making a game's visuals last well beyond their technological years. I did not say visuals were unimportant. I implied that such ridiculous attention to detail will be unimportant if it has no impact on gameplay (perhaps the new Thief could take advantage of this tech?). Shadows that "get the job done" in a game that is fun to play should be sufficient. Lol @ this Blu-ray/VHS tripe. VHS is an analog signal, DVD and Blu-ray are digital. It's like concerning yourself with a painting when we are talking about photographs. I do enjoy Blu-ray movies, yes, because the technology is SUFFICIENT to get what is needed across and has a TANGIBLE effect on the experience. What I don't need is a $25,000 4k TV... which is essentially what this method of shadowing is; technology that looks nice, but is way ahead of the times. Games should be developed with the gameplay first on the priority list. I have never said, ever, that graphics are unimportant. The fact you assumed that's what I meant makes you look that much stupider. Mirror's Edge is a great game because it has solid gameplay, good level design, fairly fluid mechanics, clever art design (very simplistic, almost deconstructive) and good technical graphics that keep up with the action. Notice how I mentioned technical graphics... last.
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GeoffZak

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#63 GeoffZak
Member since 2007 • 3715 Posts

This is great news for all you shadow enthusiasts!

.......

All one of you....

Seriously. WHO THE HELL CARES!?

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faizan_faizan

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#64 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"]

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.



How this looks in Motion:



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)



How this looks in Motion:



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?

ronvalencia

Read http://udn.epicgames.com/Three/Lightmass.html

This is what the first diffuse global illumination bounce looks like. Notice the shadow behind the chair on the left, this is called an indirect shadow because it is the shadow of the indirect light. The brightness and color of the diffuse bounce depends on the incoming light and the diffuse term of the material that the light interacts with. Each bounce is darker than the previous, since some of the light gets absorbed by surfaces instead of being reflected. The pillar bases get more indirect light than other surfaces because they are closer to the areas in direct light

From Crytek, refer to page 3's "3.2 Scene Geometry Injection" http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf

I've read that previously, But it said it doesn't do Indirect Shadows to dynamic light sources and can only be done Offline/Pre Baked, Star Wars 1313 is doing it in real time.
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jun_aka_pekto

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#65 jun_aka_pekto
Member since 2010 • 25255 Posts

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

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savagetwinkie

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#66 savagetwinkie
Member since 2008 • 7981 Posts
wait you talk about shadows and in the first example I only see global illumination, your realize lighting has nothing to do with shadows in video games?
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faizan_faizan

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#67 faizan_faizan
Member since 2009 • 7869 Posts

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

jun_aka_pekto
They are hard end shadows, Are you sure there is no light in source in the building?
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deactivated-5cf4b2c19c4ab

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

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

jun_aka_pekto

Those are look like they are just normal shadows, that area is receiving a light source from something, even if it isn't the sun, you can see that the geometry is being directionally lit in that area and there are some shadows being cast on the wall to the right of the upgrade station.

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Inconsistancy

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#69 Inconsistancy
Member since 2004 • 8094 Posts

[QUOTE="Inconsistancy"]Yes, 'video' games are just games and nothing else. Mirror's Edge could be made with stick figures with no sound and still work (that would kill the experience). I wonder, do you care if you're watching a blu-ray movie, or are you content with VHS?Zeviander

Mmm, so many delicious fallacies. Where to start? A dated looking game with engrossing gameplay will always be a better game than a top-of-the-line-tech game with mediocre gameplay. Always. Art design is key to making a game's visuals last well beyond their technological years.

I did not say visuals were unimportant. I implied that such ridiculous attention to detail will be unimportant if it has no impact on gameplay (perhaps the new Thief could take advantage of this tech?). Shadows that "get the job done" in a game that is fun to play should be sufficient.

Lol @ this Blu-ray/VHS tripe. VHS is an analog signal, DVD and Blu-ray are digital. It's like concerning yourself with a painting when we are talking about photographs. I do enjoy Blu-ray movies, yes, because the technology is SUFFICIENT to get what is needed across and has a TANGIBLE effect on the experience. What I don't need is a $25,000 4k TV... which is essentially what this method of shadowing is; technology that looks nice, but is way ahead of the times.

Games should be developed with the gameplay first on the priority list. I have never said, ever, that graphics are unimportant. The fact you assumed that's what I meant makes you look that much stupider. Mirror's Edge is a great game because it has solid gameplay, good level design, fairly fluid mechanics, clever art design (very simplistic, almost deconstructive) and good technical graphics that keep up with the action.

Notice how I mentioned technical graphics... last.


VHS is just a media storage devices, it's doing the same job (sufficiently) that a DVD/BR do for movies. It's hardly as different as a photo : painting.

"What I don't need is a $25,000 4k TV... which is essentially what this method of shadowing is; technology that looks nice, but is way ahead of the times."

How is this "way ahead of its time", it seems to be 'on time', and what an excessive comparison, like these shadows are some mega luxury. 

I'd say: 

adsfsdff

In real time would be that sort of mega luxury that's way ahead of its time. 

"Fairly fluid?" 

What you said was "nobody should care", as if you're an authority on what people should care about. And I'd say any increase in immersion is a benefit to gameplay, even if its a tiny little incremental step. And your silly "only giant steps matter" well, we're in the age of diminishing returns, we're passed the giant changes from 2d to 3d, and software to hardware. We've pretty much only seen incremental steps this whole generation.

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jun_aka_pekto

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#70 jun_aka_pekto
Member since 2010 • 25255 Posts

[QUOTE="jun_aka_pekto"]

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

faizan_faizan

They are hard end shadows, Are you sure there is no light in source in the building?

The god rays are it. The blue light is much farther down the hall. You can see the door shadows stretch way out. The hologram isn't a light source. There's a bunch of holograms in the game. If you looked in the beginning, the light from the source outside is being reflected back by the water to surrounding objects above the water. That's about the only other source. 

hardreset2013-01-2613-17-34-82_zps08644d

hardreset2013-01-2613-20-02-84_zpsd38112

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faizan_faizan

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#71 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="jun_aka_pekto"]

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

jun_aka_pekto

They are hard end shadows, Are you sure there is no light in source in the building?

The god rays are it. The blue light is much farther down the hall. You can see the door shadows stretch way out. The hologram isn't a light source. There's a bunch of holograms in the game. If you looked in the beginning, the light from the source outside is being reflected back by the water to surrounding objects above the water. That's about the only other source. 

hardreset2013-01-2613-17-34-82_zps08644d

hardreset2013-01-2613-20-02-84_zpsd38112

Nah, That's not indirect shadows, Indirect Shadows are very soft, Those are dynamic shadows.
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Zeviander

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#72 Zeviander
Member since 2011 • 9503 Posts
Inconsistancy
All of that and nothing that covers my point about how it might impact gameplay. Fine. I'm a retro tech hippy who only likes blurry analog signals and dial up internet.
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savagetwinkie

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#73 savagetwinkie
Member since 2008 • 7981 Posts
[QUOTE="jun_aka_pekto"]

[QUOTE="faizan_faizan"] They are hard end shadows, Are you sure there is no light in source in the building?faizan_faizan

The god rays are it. The blue light is much farther down the hall. You can see the door shadows stretch way out. The hologram isn't a light source. There's a bunch of holograms in the game. If you looked in the beginning, the light from the source outside is being reflected back by the water to surrounding objects above the water. That's about the only other source. 

hardreset2013-01-2613-17-34-82_zps08644d

hardreset2013-01-2613-20-02-84_zpsd38112

Nah, That's not indirect shadows, Indirect Shadows are very soft, Those are dynamic shadows.

wtf, you can have soft direct shadows, or sharp direct shadows...
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jun_aka_pekto

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#74 jun_aka_pekto
Member since 2010 • 25255 Posts

[QUOTE="jun_aka_pekto"]

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

ferret-gamer

Those are look like they are just normal shadows, that area is receiving a light source from something, even if it isn't the sun, you can see that the geometry is being directionally lit in that area and there are some shadows being cast on the wall to the right of the upgrade station.

Couldn't reflected light on a surface act as a light source of its own? I mean they do in the real world.

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faizan_faizan

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#75 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="ferret-gamer"]

[QUOTE="jun_aka_pekto"]

Wouldn't this be similar? The light source is outside the building with god rays at the other side of the building. Notice the shadow caused by the doors and mechanical arm of the Upgrade Kiosk.

http://www.youtube.com/watch?v=H7TIpk4TZPc

Edit:

Best to view it at 1080p fullscreen.

jun_aka_pekto

Those are look like they are just normal shadows, that area is receiving a light source from something, even if it isn't the sun, you can see that the geometry is being directionally lit in that area and there are some shadows being cast on the wall to the right of the upgrade station.

Couldn't reflected light on a surface act as a light source of its own? I mean they do in the real world.

I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.
Here 

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jun_aka_pekto

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#76 jun_aka_pekto
Member since 2010 • 25255 Posts

[QUOTE="jun_aka_pekto"]

[QUOTE="ferret-gamer"] Those are look like they are just normal shadows, that area is receiving a light source from something, even if it isn't the sun, you can see that the geometry is being directionally lit in that area and there are some shadows being cast on the wall to the right of the upgrade station.

faizan_faizan

Couldn't reflected light on a surface act as a light source of its own? I mean they do in the real world.

I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.
Here 

Not those. Just reflected light. This doesn't have a light source pointed inside. But, you can see the interior quite well.

Maldah_SaurabBasu_images27.jpg

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deactivated-5cf4b2c19c4ab

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

[QUOTE="jun_aka_pekto"]

[QUOTE="ferret-gamer"] Those are look like they are just normal shadows, that area is receiving a light source from something, even if it isn't the sun, you can see that the geometry is being directionally lit in that area and there are some shadows being cast on the wall to the right of the upgrade station.

faizan_faizan

Couldn't reflected light on a surface act as a light source of its own? I mean they do in the real world.

I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.

Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

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BrunoBRS

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#78 BrunoBRS
Member since 2005 • 74156 Posts
it took you half a year to realize that. goes to show how big of a deal it is.
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jun_aka_pekto

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#79 jun_aka_pekto
Member since 2010 • 25255 Posts

[QUOTE="faizan_faizan"][QUOTE="jun_aka_pekto"]

Couldn't reflected light on a surface act as a light source of its own? I mean they do in the real world.

ferret-gamer

I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.

Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

You need to get to the daylight part of the game which isn't until you finish the regular game and move into the Exile DLC.

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

[QUOTE="ferret-gamer"]

[QUOTE="faizan_faizan"] I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.jun_aka_pekto

Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

You need to get to the daylight part of the game which isn't until you finish the regular game and move into the Exile DLC.

Yeah i just reinstalled it yesterday so i'm like 3 levels in.
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#81 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="jun_aka_pekto"]

Couldn't reflected light on a surface act as a light source of its own? I mean they do in the real world.

ferret-gamer

I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.

Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

I see, So Hard Reset has the same caustics as Crysis 3? As they demonstrated in that press conference? http://www.youtube.com/watch?v=ocrD2URz3I4 Also to answer your lower part of post, I think it's doing most of the stuff offline, Most of the lighting might be pre baked.
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deactivated-5cf4b2c19c4ab

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

[QUOTE="ferret-gamer"]

[QUOTE="faizan_faizan"] I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.faizan_faizan

Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

I see, So Hard Reset has the same caustics as Crysis 3? As they demonstrated in that press conference? http://www.youtube.com/watch?v=ocrD2URz3I4 Also to answer your lower part of post, I think it's doing most of the stuff offline, Most of the lighting might be pre baked.

No, Hard Reset has the normal way of faking caustics, they just have a texture projecting onto the wall. Nearly all games do it that way.

 

Example of texture projection
800px-Projected_texture.jpg

 

 

Crysis 3 is the first major game to do accurate dynamic causitc s

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#83 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="ferret-gamer"] Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

ferret-gamer

I see, So Hard Reset has the same caustics as Crysis 3? As they demonstrated in that press conference? http://www.youtube.com/watch?v=ocrD2URz3I4 Also to answer your lower part of post, I think it's doing most of the stuff offline, Most of the lighting might be pre baked.

No, Hard Reset has the normal way of faking caustics, they just have a texture projecting onto the wall. Nearly all games do it that way.

 

Example of texture projection
800px-Projected_texture.jpg

 

 

Crysis 3 is the first major game to do accurate dynamic causitc s

True, I after playing some Crysis 3, I also realized that they cast shadows too amazing.
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#84 jun_aka_pekto
Member since 2010 • 25255 Posts

[QUOTE="ferret-gamer"]

[QUOTE="faizan_faizan"] I think you mean those caustics? No they were in Far Cry 2004 too but it wasn't a perfect light, It was just fakey and all.faizan_faizan

Those caustics in his video are a texture projection.

 

I went and tried Hard Reset EE. It does not have the shadows that faizan is talking about, it does however have shadows being cast from pretty much every light source in the game.

 

I'm not entierly sure what is going on in that level, since i'm not that far in the game, but if i had to guess. what was going on in that level, an invisible secondary light was set up manually by a developer to get an aesthetically pleasing look to the level, or to fake GI. If you look at the geometry you can clearly see that there is definitely a light source hitting stuff in the same direction as the shadows.

I see, So Hard Reset has the same caustics as Crysis 3? As they demonstrated in that press conference? http://www.youtube.com/watch?v=ocrD2URz3I4 Also to answer your lower part of post, I think it's doing most of the stuff offline, Most of the lighting might be pre baked.

Running around that part I showed, I can't see a visible direct light source apart from the one outside. Ferret's probably right in saying there's an invisible light source designated by the developers. It (the "indirect" shadows) looks like a reasonable imitation though. :lol:

Nada.

hardreset20130130194550.jpg

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#85 Cranler
Member since 2005 • 8809 Posts
[QUOTE="Nengo_Flow"]who the f*ck cares about shadows..............cainetao11
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.

No one said the lack of it would break the game. All these little additions will eventually add up to photorealism.
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#86 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="cainetao11"][QUOTE="Nengo_Flow"]who the f*ck cares about shadows..............Cranler
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.

No one said the lack of it would break the game. All these little additions will eventually add up to photorealism.

Well it's BIG thing for me.
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#87 Cranler
Member since 2005 • 8809 Posts
[QUOTE="faizan_faizan"][QUOTE="Cranler"][QUOTE="cainetao11"] 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.

No one said the lack of it would break the game. All these little additions will eventually add up to photorealism.

Well it's BIG thing for me.

I think its a good addition but not a big thing like hdr or physics.
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#88 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="Cranler"][QUOTE="faizan_faizan"][QUOTE="Cranler"] No one said the lack of it would break the game. All these little additions will eventually add up to photorealism.

Well it's BIG thing for me.

I think its a good addition but not a big thing like hdr or physics.

Well in a way true, But if you go back in time, You'll see people that were not satisfied completely with Dynamic Shadows as it was big resource hog, And now every game has it, And the one that doesn't, Looks complete sh11111111te These shadows will be common next gen.
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#89 Cranler
Member since 2005 • 8809 Posts
[QUOTE="faizan_faizan"][QUOTE="Cranler"][QUOTE="faizan_faizan"] Well it's BIG thing for me.

I think its a good addition but not a big thing like hdr or physics.

Well in a way true, But if you go back in time, You'll see people that were not satisfied completely with Dynamic Shadows as it was big resource hog, And now every game has it, And the one that doesn't, Looks complete sh11111111te These shadows will be common next gen.

I was thinking the same thing in regards to physics after Far Cry and HL 2 in 2004 yet those two games still have better physics by far than any recent game afaik.
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#90 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts
[QUOTE="Cranler"][QUOTE="faizan_faizan"][QUOTE="Cranler"] I think its a good addition but not a big thing like hdr or physics.

Well in a way true, But if you go back in time, You'll see people that were not satisfied completely with Dynamic Shadows as it was big resource hog, And now every game has it, And the one that doesn't, Looks complete sh11111111te These shadows will be common next gen.

I was thinking the same thing in regards to physics after Far Cry and HL 2 in 2004 yet those two games still have better physics by far than any recent game afaik.

No they don't. They just showed off their physics a lot more, because it was the fancy new feature of the time. The vast majority of game nowadays can do the same stuff but don't feel the need to make seesaw puzzles every other level.
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#91 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="ferret-gamer"][QUOTE="Cranler"][QUOTE="faizan_faizan"] Well in a way true, But if you go back in time, You'll see people that were not satisfied completely with Dynamic Shadows as it was big resource hog, And now every game has it, And the one that doesn't, Looks complete sh11111111te These shadows will be common next gen.

I was thinking the same thing in regards to physics after Far Cry and HL 2 in 2004 yet those two games still have better physics by far than any recent game afaik.

No they don't. They just showed off their physics a lot more, because it was the fancy new feature of the time. The vast majority of game nowadays can do the same stuff but don't feel the need to make seesaw puzzles every other level.

Yeah, But those games were the ones that started it.
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Goyoshi12

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#92 Goyoshi12
Member since 2009 • 9687 Posts

Who the f*ck cares about shadows in a game...especially in a cutscene....during an E3 trailer of the game....of which afterwards we've heard d!ck all about?

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#93 faizan_faizan
Member since 2009 • 7869 Posts

Who the f*ck cares about shadows in a game...especially in a cutscene....during an E3 trailer of the game....of which afterwards we've heard d!ck all about?

Goyoshi12
Devs care.
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#94 Goyoshi12
Member since 2009 • 9687 Posts

[QUOTE="Goyoshi12"]

Who the f*ck cares about shadows in a game...especially in a cutscene....during an E3 trailer of the game....of which afterwards we've heard d!ck all about?

faizan_faizan

Devs care.

Good for them. Now focus on the gameplay and everything else that MAKES the game good.

And before the "graphics people" come in discussing the importance of graphics: I would like to direct your attention to Crysis 2, please. Thanks.

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#95 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="Goyoshi12"]

Who the f*ck cares about shadows in a game...especially in a cutscene....during an E3 trailer of the game....of which afterwards we've heard d!ck all about?

Goyoshi12

Devs care.

Good for them. Now focus on the gameplay and everything else that MAKES the game good.

And before the "graphics people" come in discussing the importance of graphics: I would like to direct your attention to Crysis 2, please. Thanks.

Yea yea whatever, You must be really mad at crytek for not having a DX10 option lol.
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#96 Goyoshi12
Member since 2009 • 9687 Posts

[QUOTE="Goyoshi12"]

[QUOTE="faizan_faizan"] Devs care.faizan_faizan

Good for them. Now focus on the gameplay and everything else that MAKES the game good.

And before the "graphics people" come in discussing the importance of graphics: I would like to direct your attention to Crysis 2, please. Thanks.

Yea yea whatever, You must be really mad at crytek for not having a DX10 option lol.

Shut up, damn it. Shut up! :x

:cry:

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#97 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="Goyoshi12"]

Good for them. Now focus on the gameplay and everything else that MAKES the game good.

And before the "graphics people" come in discussing the importance of graphics: I would like to direct your attention to Crysis 2, please. Thanks.

Goyoshi12

Yea yea whatever, You must be really mad at crytek for not having a DX10 option lol.

:cry:

:lol: