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#1 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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I just saw some new footage from NYC Comic Con for Overlord Dark Legend for the Wii. The shadowing is amazing. At first, I thought they were using pre-baked shadows, but then I saw the HD youtube video and notice the shadows are projected onto the character!
http://www.youtube.com/watch?v=k5it5O8RmJc Click watch in HD to really see it in action. The pop-ups are pretty bad, but I'm used to seeing it after hours of Crysis on my PC. Still, that's pretty crazy. I read something about dynamic light maps recently, could they be using dynamic light maps? |
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#2 |
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Senior Member
Join Date: Sep 2006
Posts: 1,432
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So self shadowing? Shadow of the Collossus team created a nice selfshadow sistem on PS2
Go here a see it for yourself, its a nice read: http://edusworld.org/ew/ficheros/200...g_of_sotc.html
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“It is Microsoft. And I will kill them.” —Sony Computer Entertainment President and CEO Ken Kutaragi, asked in 1994 who he thought the biggest competition would be for his upcoming PlayStation game console. |
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#3 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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It's not self shadows, at least not from what I understand of self shadows. The trees can cast their shadows on the character, but self shadows only casts them on themselves. Besides, I think only the characters cast shadows in SOTC, whereas this game, you can clearly see shadows on everything, and they are projected onto the characters.
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#4 |
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Quo vadis?
Join Date: Oct 2007
Location: Texas, USA
Posts: 1,338
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Such a level of shadowing in a Wii game is still pretty impressive. Lots of pop-in though :/
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#5 | |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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Quote:
Casting shadows from one object onto itself is harder than e.g. trees casting on characters, so the term "self-shadowing" is taken to mean "everything casts shadows on everything". The Wii is inherently capable of dynamic shadows - it's just a matter of overall performance, what tradeoff will be chosen by the developer.
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#6 | |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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So many things to do, and yet so little time to spend... |
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#7 |
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Member
Join Date: Dec 2007
Location: London, England
Posts: 287
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Its very capable of dynamic shadows, and yes I think I saw an instance of self-shadowing which the Wii is also capable of. Just happens to be that few focus on pushing these types of techniques.
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#8 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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Ugh, I was always under the impression the word "self" had an important meaning to it. Wait, so let say a character casts a dynamic shadow on the ground, but not on himself, that doesn't quality as self-shadow does it?
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#9 | ||
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Quote:
I meant that self-shadowing is an improvement over shadowing. (A number of games don't have self shadowing because of filtering artifacts or just precision issues.) Quote:
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So many things to do, and yet so little time to spend... |
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#10 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Quote:
GC came with as much native support for this as the Xbox (32bit compare operand), the small VRam just makes it trickier to use.
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"I see Subversion as being the most pointless project ever started." Linus Torvalds |
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#11 |
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Member
Join Date: Nov 2007
Posts: 947
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They could be using simple projected textures that affect only the character and the ground. 8 bit (or 4 bit) greyscale textures with the trees prerendered at the sun direction and the texture blurred a bit to generate soft shadow look. Blurry projected textures for shadows do not need to be that high resolution either (bilinear filter works very well for low frequency data).
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#12 |
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Senior Member
Join Date: Jan 2003
Posts: 1,653
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Most probably projected textures.
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#13 |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Projected textures are filtered. The overlord shadows painfully aren't - at least in the above blurry video.
Also, there's self shadowing on the overlord. And last, it's a multiplatform title where projected maps would be a completely different render path, while single-light-source shadow map already works on 2 platforms. It's not that far-fetched IMO.
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"I see Subversion as being the most pointless project ever started." Linus Torvalds |
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#14 |
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Dinosaur Hunter
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It might a variant of the technique that Factor 5 developed for self-shadowing on Gamecube:
http://www.gamasutra.com/view/featur...ng_.php?page=3 Also, I wouldn't assume that an effect's presence in a Wii game means it's going to be in the PS2 and PSP versions. If the Wii is the lead platform, I wouldn't be surprised at all to see some of the effects disappear or the overall texture quality reduced.
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Don't vote; it just encourages them. |
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#15 | |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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#16 |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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I was talking about PS3/360 versions. I have no idea about the history of Wii version, but visually it looks like a downscaled HD version, right down to the shadows. So even if it's not a direct port, it looks like it was spawned from same code and art base.
While Shadow Buffers can and did get used on PS2/PSP, those two don't have pixel operands that do 32bit compares, so you lose out some further precision. Still doable, but harder.
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"I see Subversion as being the most pointless project ever started." Linus Torvalds |
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#17 | |
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Quo vadis?
Join Date: Oct 2007
Location: Texas, USA
Posts: 1,338
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#18 | |
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Quo vadis?
Join Date: Oct 2007
Location: Texas, USA
Posts: 1,338
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#19 | |||
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Registered
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http://www.revogamers.net/articulos-...-Climax-3.html
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#20 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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Thanks man. I knew my knowledge of shadowing is insufficient. That's why I made this post.
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#21 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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#22 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Quote:
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#23 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Meh, no matter how high I cranked it I could never make it look good, so I ended up raising the depth bias to get rid of self shadows on faces while keeping them on bodies. Come to think of it I've never seen a game that pulled off good looking self shadows on faces - not even Crysis, no matter how high the shadowmap res is cranked. Guess there's just not enough precision or something.
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#24 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Quote:
That said, Uncharted does a pretty good job at close-up shadow details, facial or otherwise (and the sequel looks to be even better). Wonder if they'll ever share whether it's special treatment of closeup shadows or they actually use some fancier method of distributing the shadow texels.
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"I see Subversion as being the most pointless project ever started." Linus Torvalds |
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#25 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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I see, thanks. That reminded me of something.
http://software.intel.com/file/1497 - page 11 ![]() This is touted as a Larrabee only technique but I wonder, would other hardware be able to achieve something similar? |
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