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#1 videogamesdead8
Member since 2009 • 200 Posts
lol doom3 had global lighting because there outdoor area's on doom3 not on scale of crysis but if you go outside and type clearlights outside lol it's pitch black it's probley just one large radius lightsource making up the scene rather than a bunch of tiny/scale radius lightsources make up the scene which wouldnt make sense. they just didnt script the lightsource to change position across the sky like crysis .
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#2 videogamesdead8
Member since 2009 • 200 Posts
in doom3 people made a flare mod, they turned the hand grenade into a lightsource and it cast shadows dynamically when you throw it. you cant expand a lightsource's radius like that and script it to move across the sky like crysis? BS
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#3 videogamesdead8
Member since 2009 • 200 Posts
doom 3 could easily have one giant lightsource casting shadows like crysis. that's a fact, there's ur global lighting
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#4 videogamesdead8
Member since 2009 • 200 Posts
[QUOTE="AdrianWerner"]

[QUOTE="KingsMessenger"] That doesn't automatically make it worseKingsMessenger

it does make it more primitive though. That's why I wrote "primitive" insteead of just worse. Worse has too many meanings, it depends on how good it looks, how cost efficent it is compared to the visual and development benefits etc.

Lack of fully dynamic global lighting is a step backwards in tech advancement, no matter how you look at it. Glonal dynamic lighting is the future, it looks best and is by far easiest to use (ID Tech 5 will be giving devs more work to do because of this), it's just that D3 tried it before the world and hardware was ready for it, so ID had to scale back.

However I do think the big reason for going back is that Tech 5 is consolecentric engine, if it would have been made primarly PC game like Doom3 was I doubt Carmack would go back.

I think it went back because it had to. And outdoor environment CANNOT have 100% dynamic global lighting. It is NOT possible. Crysis sure as hell isn't completely dynamic. There are simply too many factors to consider. Doom 3 benefited from being a corridor game because it could do those effects on everything... You go outdoors and you take draw distances into consideration and there would simply be too many demands on the GPU for it to do 100% dynamic global lighting... Put it in a corridor and they can do far more dynamic lighting. Put it in a DARK corridor like Doom 3 and the whole thing would be dynamic global lighting... But it isn't like that. It has massive landscapes outdoors to cover.

lol you know how laughable that is saying doom3 cant have a large/radius lightsource slowing changing positions across the sky, LOL BS. the sun doesnt even move smooth in crysis position in skybox changes it doesnt just like rise naturually.
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#5 videogamesdead8
Member since 2009 • 200 Posts
doom3/quake 4/wolfenstein all of these doom3 engine games were made for consoles in mind. it's really not even crysis engine is better than updated doom3 engine it's just no skilled dev's have made a doom3 engine built ground up only for pc like crytek built crysis ground up for pc. there really is no polygon limit on the doom3 engine ur only limited by the power of ur hardware being able to run it at playable framerates. id really like to see a updated doom3 engine game built ground up for pc by skilled dev before the engine get's put ouf of it's misery.
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#6 videogamesdead8
Member since 2009 • 200 Posts
doom3 engine is overall my favorite graphics engine, crysis the engine seems too unoptimized. the engine just need's alittle updating, wolfenstein would of had better graphics if they made it ground up for pc like crysis. dumbass consoles holding doom3 engine back
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#7 videogamesdead8
Member since 2009 • 200 Posts

[QUOTE="KingsMessenger"] That doesn't automatically make it worseAdrianWerner

it does make it more primitive though. That's why I wrote "primitive" insteead of just worse. Worse has too many meanings, it depends on how good it looks, how cost efficent it is compared to the visual and development benefits etc.

Lack of fully dynamic global lighting is a step backwards in tech advancement, no matter how you look at it. Glonal dynamic lighting is the future, it looks best and is by far easiest to use (ID Tech 5 will be giving devs more work to do because of this), it's just that D3 tried it before the world and hardware was ready for it, so ID had to scale back.

However I do think the big reason for going back is that Tech 5 is consolecentric engine, if it would have been made primarly PC game like Doom3 was I doubt Carmack would go back.

lol doom3 engine is up to par kinda with crysis engine now dude Wolfenstein uses a massively improved version of id Software's id Tech 4 video game engine, the technology behind Doom 3 and Quake 4. The game is being developed by Raven Software for the PC, Playstation 3 and Xbox 360. The modifications to the game engine include depth of field effects, soft shadowing, post processing effects, Havok physics
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#8 videogamesdead8
Member since 2009 • 200 Posts
rage destroy's crysis at textures, crysis has better lighting, hopefully idtech5 engine supports dynamic lighting like the doom 3 and they just used the lightmaps for rage because mainly console game.
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#9 videogamesdead8
Member since 2009 • 200 Posts
which users are ilegal imigrants?
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#10 videogamesdead8
Member since 2009 • 200 Posts
p60