Other then limiting it to only one shadow which could be altered how is it any better?nobie said:As far as I can tell DX2 uses no light maps. It's a combination of volumetric lights and stencil shadows. One obvious difference though, is that in DX2 you will only see one light casting a shadow at any given time. Doom3 is better, although they are both similar approaches.
bloodbob said:Other then limiting it to only one shadow which could be altered how is it any better?
nobie said:bloodbob said:Other then limiting it to only one shadow which could be altered how is it any better?
IMO the biggest difference is that in DX2 the engine sets an ambient brightness for the level, and the volumetric lights are added to that. The shadows merely occlude the light volumes. This is why for instance you will never see a pitch black room in DX2. The lighting ranges from 1.0 (fullbright) ---> 2.0 (overbright) only. In Doom 3 lighting ranges from 0.0 (pitch black) ---> 1.0 ---> 2.0. It might sound trivial but it makes a very big difference.
bloodbob said:So basicly if they remove the ambient lighting and possible put a multipulier on the current lighting then you would probably argue the the DX lighting is as good as doom3 and I believe it is more scalable.
nobie said:IMO the biggest difference is that in DX2 the engine sets an ambient brightness for the level, and the volumetric lights are added to that. The shadows merely occlude the light volumes. This is why for instance you will never see a pitch black room in DX2. The lighting ranges from 1.0 (fullbright) ---> 2.0 (overbright) only. In Doom 3 lighting ranges from 0.0 (pitch black) ---> 1.0 ---> 2.0. It might sound trivial but it makes a very big difference.
Laa-Yosh said:I disagree... As far as I know, both engines support ambient lighting, and how much they are relying on it is an artistic decision.
because ambience is without a direction and it removes the effect of bump mapping, and much of the contrast from the image too.
nobie said:If you look at older screenshots of DX2, then you`ll see extensive use of normal mapping on alot of surface, and well as better textures. It look just as good as D3. But due to IonStormAustin using the Xbox as the lowest common denominator for HW specs, practically everything that made the game look that good, has been stripped out for it run run "smoothly" on xbox.bloodbob said:I think it would be possible to "improve" the DX2 engine to be on par with Doom 3. But it would take an awful lot of improvement.
Check the IonStorm forums, and theres several threads where some talented members are picking apart the game, replaceing the textures with higher res ones, and are currently working on a way to adjust the normal mapping settings of DX2. Quite an interesting read.