I know whenever I come here I tend to talk about exactly this kinda subject but I'm really itching for this kinda lighting to make a resurgence, but in souped up "we've come a long way since 2004" form. We see something of it in the indie space these days. Especially the indie horror space. Signalis is one good example of low fi ambitions that take advantage of that performance overhead to do complex things with lighting that never could've been done in the era it's otherwise imitating. But I want even more ambitious projects. I want an indie, AA or AAA to go all in on this.
Some of you might be of the perspective that raytracing/path tracing is effectively the successor to this era and you'd be right on one hand. Personally, though, I feel like the demands of modern polycounts and texture resolution place hard limits on what path tracing can accomplish currently, even on current cards. so while it's great to see all the truly dark corners of path traced gi and how with the right exposure settings you can get filmic contrast between extreme brights and deep shadows that you might otherwise have had to rely on baked shadowmaps or no ambient light to achieve i still see the limitations of the approach everywhere. i'm stuck with a 2080 super and current consoles so while it's true i can't always benefit from the best path tracing options out there, there's a subtlety in the overlapping of different gradients of light and shadows in complex lighting scenes that current raytracing solutions can't really reproduce yet with tolerable framerates and that arguably those older doom 3 esque lighting engines were better equipped to handle
i know chaos theory relies on some baked GI in places for certain levels given their scope and the tech of the time. and i'm not against baked gi or semi-dynamic prebaked gi in games that otherwise incorporate complex realtime lighting. the darkness, prey (2006) and condemned make extensive use of baked lighting in certain places and they still look fantastic and wonderfully dynamic otherwise. and with modern hardware and the ability to throw far more shadowed lights into those scenes than devs could've at the time, it'd be pretty simply to mask the baked occlusion almost completely
but also doom 3 largely doesn't use any baked lighting/gi and maybe none at all. i was always under the impression it was none. and yeah you see the limitations of no GI at times in the game. given the limitations of hardware at the time and the scope of the larger areas where id couldn't throw around as many dynamic lights to cover the space you see it hurting for some GI or at least more lighting in places. but then you encounter a room that's full of dozens of dynamic lights interacting and overlapping and influencing each other and it just works. it's wonderful, the sheer number of lights making it so that the utter lack of ambient light only contributes to the scene because the darkest corners are truly dark but there's still this complex interplay of various intensities of lights and light sources so still effectively get some amount of ambient lighting and falloff just by way of artists placing real lights cleverly. and you just don't see this kind of lighting much anymore, even in modern games that use a combo of baked gi and realtime lighting. it's often just monotone shadowcasting with little varation and dynamic influencing of light sources because that's more efficient at scale and provides a convincing enough illusion at a distance or even relatively up close but just isn't particularly dynamic
i want to leverage the power of modern pcs to really go all in on old school dynamic lighting that will run efficiently on modern cards. and don't worry i'm not anti raytracing. it will eventually be this good, i just want something else in the meantime. for all the compliments i can give doom 3 and i think it holds up remarkably well to my 2025 eyes still it's clear it was hamstrung by many limitations. character texture/normal map resolution especially. and again number of lights or the ability to cast penumbra. you remove those hard limits and you could do amazing, striking things with dynamic lighting on modern hardware. and i wish someone would take up the cause. i suppose the hitman reboots do to some extent but the complexity of their crowd simulation means they can't go hard on the subtle interactions you see in a doom 3 or escape from butcher bay. and speaking of butcher bay, it was a major disappointment to me personally when machinegames moved from id tech 5 to id tech 6 and its lighting, while much of it dynamic, felt far less dynamic than either butcher bay or dark athena (which relies heavily on baked gi to support it). especially when the evil within existed and was running on modified id tech 5 and far more dynamic
so yeah, thesis summarizes as this. either using stencils (and i'm aware of the overdraw problems as models get more geometrically complex) or dynamically cast shadowmaps, whether they incorporate some baked gi or disable ambient lighting for the most part and rely entirely on dynamic lights and shadowcasting falloff influencing what will otherwise be pitch black shadows, i want to see a modern game on modern hardware go all in on old school "unified light and shadow." and none of that gray single toned one pass shadowcasting john linneman loves to complain about wrt to old open world games like the prototype series (which i still think has some interesting lighting in spite of this flaw). i'm no fan of that stuff either, generally. and sorry for the wall of text
Some of you might be of the perspective that raytracing/path tracing is effectively the successor to this era and you'd be right on one hand. Personally, though, I feel like the demands of modern polycounts and texture resolution place hard limits on what path tracing can accomplish currently, even on current cards. so while it's great to see all the truly dark corners of path traced gi and how with the right exposure settings you can get filmic contrast between extreme brights and deep shadows that you might otherwise have had to rely on baked shadowmaps or no ambient light to achieve i still see the limitations of the approach everywhere. i'm stuck with a 2080 super and current consoles so while it's true i can't always benefit from the best path tracing options out there, there's a subtlety in the overlapping of different gradients of light and shadows in complex lighting scenes that current raytracing solutions can't really reproduce yet with tolerable framerates and that arguably those older doom 3 esque lighting engines were better equipped to handle
i know chaos theory relies on some baked GI in places for certain levels given their scope and the tech of the time. and i'm not against baked gi or semi-dynamic prebaked gi in games that otherwise incorporate complex realtime lighting. the darkness, prey (2006) and condemned make extensive use of baked lighting in certain places and they still look fantastic and wonderfully dynamic otherwise. and with modern hardware and the ability to throw far more shadowed lights into those scenes than devs could've at the time, it'd be pretty simply to mask the baked occlusion almost completely
but also doom 3 largely doesn't use any baked lighting/gi and maybe none at all. i was always under the impression it was none. and yeah you see the limitations of no GI at times in the game. given the limitations of hardware at the time and the scope of the larger areas where id couldn't throw around as many dynamic lights to cover the space you see it hurting for some GI or at least more lighting in places. but then you encounter a room that's full of dozens of dynamic lights interacting and overlapping and influencing each other and it just works. it's wonderful, the sheer number of lights making it so that the utter lack of ambient light only contributes to the scene because the darkest corners are truly dark but there's still this complex interplay of various intensities of lights and light sources so still effectively get some amount of ambient lighting and falloff just by way of artists placing real lights cleverly. and you just don't see this kind of lighting much anymore, even in modern games that use a combo of baked gi and realtime lighting. it's often just monotone shadowcasting with little varation and dynamic influencing of light sources because that's more efficient at scale and provides a convincing enough illusion at a distance or even relatively up close but just isn't particularly dynamic
i want to leverage the power of modern pcs to really go all in on old school dynamic lighting that will run efficiently on modern cards. and don't worry i'm not anti raytracing. it will eventually be this good, i just want something else in the meantime. for all the compliments i can give doom 3 and i think it holds up remarkably well to my 2025 eyes still it's clear it was hamstrung by many limitations. character texture/normal map resolution especially. and again number of lights or the ability to cast penumbra. you remove those hard limits and you could do amazing, striking things with dynamic lighting on modern hardware. and i wish someone would take up the cause. i suppose the hitman reboots do to some extent but the complexity of their crowd simulation means they can't go hard on the subtle interactions you see in a doom 3 or escape from butcher bay. and speaking of butcher bay, it was a major disappointment to me personally when machinegames moved from id tech 5 to id tech 6 and its lighting, while much of it dynamic, felt far less dynamic than either butcher bay or dark athena (which relies heavily on baked gi to support it). especially when the evil within existed and was running on modified id tech 5 and far more dynamic
so yeah, thesis summarizes as this. either using stencils (and i'm aware of the overdraw problems as models get more geometrically complex) or dynamically cast shadowmaps, whether they incorporate some baked gi or disable ambient lighting for the most part and rely entirely on dynamic lights and shadowcasting falloff influencing what will otherwise be pitch black shadows, i want to see a modern game on modern hardware go all in on old school "unified light and shadow." and none of that gray single toned one pass shadowcasting john linneman loves to complain about wrt to old open world games like the prototype series (which i still think has some interesting lighting in spite of this flaw). i'm no fan of that stuff either, generally. and sorry for the wall of text