Xenith on 11/8/2009 at 08:10
Quote:
Well the whole big deal about it, as far as I can see, is that the light bounces. The best example is in the video, at 1:24, when the light comes in through the window, hits the floor, and indirectly illuminates the nearby red wall.
I see. Yes, subtle details. So it's amazing from a tech point of view, but no so much a biggy from an average point of view (namely yours truly). Whichever the case, I suppose they'll announce a new release once they add more eye candy to their 2.5/3 engine.
Koki on 11/8/2009 at 08:36
Quote Posted by entertainer
Too bad they can't make games.
HAHAHA OH SHIT NOW I KNOW WHY YOUR NICK IS 'ENTERTAINER' ROFL XD
242 on 11/8/2009 at 09:37
Is it something really different from Stalker's global illumination (aka full dynamic lighting mode)? Stalker made that a few years ago...
jay pettitt on 11/8/2009 at 10:05
Yeah - global illumination and dynamic lighting are kinda different beasts. Think of Global illumination as a more pleasing way of doing ambient light.
@ entertainer -> :thumb:
ZymeAddict on 11/8/2009 at 13:37
I suppose this is impressive from a technical standpoint and for someone who has experience in that field, but for the average dude on the street (e.g. me) there is nothing to get too excited about in that video.
I give it a resounding "meh".
Taffer36 on 11/8/2009 at 18:53
Doesn't this save a SHITLOAD of time for lighting levels?
I mean, most current games have loads of lights placed around, but I assume that this would allow for far fewer lights to be placed to accurately light a scene, correct?
I'd assume that's where it's use comes from.
Also, I'm convinced that no one played Crysis.
saatana on 11/8/2009 at 19:18
Definitely impressive. Maybe it won't be noticable in your average shooter but this stuff is coming close to how actual light works. Now if they can just add a transluscent material that reflects and refracts light like real glass.
nicked on 13/8/2009 at 06:43
A fast way to do ray-tracing (e.g. reflections that reflect the reflections of other reflective surfaces) and further developments on the super-hi-res megatexture front and we'll be almost at photorealism.
Then they just need to start working on animation and AI to match.... :rolleyes:
Briareos H on 13/8/2009 at 08:31
I think the megatexture front is rather well established now, though id Tech 5 is not out yet. But what's missing is the equivalent for geometry, with the ability to render an arbitrary amount of it with no impact on performance. Last I heard, Carmack was working on that.
Anyway it's true that Global Illumination (basically real-time radiosity model) usually works in a way not quite unlike raytracing, and a form of raytracing might have a (limited) use in not-too-far-future engines indeed, but I can't see an infinite-mirrors effect ingame anytime soon.
That stuff is definitely impressive (because it's so fast, obviously) and will facilitate the job of the designers when they try to give a place a fitting atmosphere.
Oh, and Crysis was great (tactical, methodical infiltration on the hardest difficulty setting). Those who disliked it were just playing it wrong (run and gun on the default difficulty setting).
Muzman on 13/8/2009 at 20:18
I couldn't see the big deal at first, then they started dragging the sun around all over the place and "oooOOOOO Missus! That has potential dun it"