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#26 |
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member
Join Date: Feb 2002
Posts: 7,509
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Well, Pixar's been faking GI for a decade with dozens or even hundreds of manually placed point lights, so it should be possible.
Nevertheless, depending on the game, fully baked environment lighting would still be a viable option in many cases.
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My opinions do not represent that of my employer blah blah etc. |
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#27 | |
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Senior Member
Join Date: Mar 2007
Posts: 1,147
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Gamers benefit too of course, having everything lit in the same way makes the graphics more consistent overall. There's also day-night cycles, destructible geometry, etc... They still "fake" some of it though: http://www.youtube.com/watch?v=w-AnWJpzyTA |
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#28 | ||||||
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Naughty Boy!
Join Date: Mar 2008
Posts: 1,167
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#29 |
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Posts: 1,147
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#30 | ||
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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It's hard to take them serious, if they are wrong about that one thing, how are people to know what else they are wrong on or what factors they may have missed due to their lack of knowledge or awareness? Quote:
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#31 | |
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Join Date: Jun 2007
Posts: 1,035
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#32 | ||||||
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Naughty Boy!
Join Date: Mar 2008
Posts: 1,167
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At least that video contained a side by side view of both games. The differences were very, very noticeable, even if the commentary wasn't 100% accurate. Quote:
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#33 | |
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Naughty Boy!
Join Date: Mar 2008
Posts: 1,167
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#34 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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That said I looked at their screenshot comparision and both look bad but KZ2 looks uttelry horrible with so little color, 'bloomtopia' and PS2 era reminding bluriness (F3 urban/suburban interiors comes to mind with some blur filter and bloom filter). Pic 11 is also a joke, showcasing lensflare in KZ2 with motionblur blurring the whole scene vs a C2 muted scene due to being inside glass house. They should have showcased C2 lensflares/sunglare.
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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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#35 | |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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Yeah I know there is no guarantee that what I read will be right 100% of the time, but these guys are consistently wrong, and too many wrongs will destroy your credibility which is exactly what has happened with these guys. |
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#36 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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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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#38 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Somebody gotta say it!
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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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#39 | |
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Senior Member
Join Date: Apr 2007
Posts: 1,412
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http://www.crytek.com/cryengine/presentations You can download it under the paragraph where it says "Real-time Diffuse Global Illumination in CryENGINE 3" I have been reading it and I wonder how many bounces they use on the PS3 and 360, if 1, 2 or 3..., etc. Also I've been using a search engine and I found this excellent article explaining in great detail how Global Illumination works. http://labimpossible.com/2010/07/15/...ion-with-maya/ I didn't know there can be multiple bounces, not just one, but I didn't find in their presentation how many bounces Crytek are using on consoles versions. I guess they are using an even more complex solution for PCs. I agree Lens of Truth seems to be so wrong at so many levels. It's a site that seems to be run by people who can actually make a decent comparison but they don't know how to put their thoughts into words because their technical knowledge is not the same as developers and so on. I would like to know Digital Foundry's opinion on the matter, too. First of all they are comparing a full Single Player game with the demo of a multiplayer map in beta development. Some of their other comparisons are slightly -or a lot- better, but I'm not inclined to go back there either due to some really horrible statements that they recently made about some technical stuff. Not only do they seem to think you can compare two games with different approaches and techniques and get it done with, they basically characterize some effects as very poor. Needless to say, this doesn't make me very happy when I read it as I would like to understand well what are the true reasons behind some of their technical statements, and I think a comparison like that should be written after Crysis 2 comes out, not now. By all regards, it makes perfect sense. I am starting to like the game a little more. I played it the first time and it was like "....... o_O". It had been a lot of time without playing a FPS. But now I find myself casually playing it again every once in a while. xD Not quite sure why. I have to admit, it's been a very long time since a game has actually caused me to *YELL* out loud. Well, I must go in a few minutes. Those are only my two cents about the thing, and I have no idea what the real technical situation is... so... |
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#40 | |
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member
Join Date: Feb 2002
Posts: 7,509
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So the article you've found does not explain GI, it's only a rough and superficial tutorial on how to turn on Mental Ray's photon mapping. I wouldn't make any further assumptions based on just this little snippet. Oh, and Crytek's solution has absolutely nothing to do with photon mapping, so this article is completely irrelevant to the topic.
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My opinions do not represent that of my employer blah blah etc. |
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#41 |
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Regular
Join Date: Jun 2004
Posts: 6,902
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Lense of truthiness
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