there was also some serious pop-in issue with respect to shadows. So what may have appeared as 'no-lighting' or 'flat-lighting' may have actually just been, shadows delayed for so long that you'd think it was the fault of averaging the values
everywhere.
Check out the infamous no shadow nadda lighting control stand. Keep your eye fixated on it long enough and when he's finally beside it both lighting and shadows suddenly appear on it and the other items around it
So I'll forgive anyone thinking they are in constant shadow, and thus unable to cast shadows within shadows, when in reality, their renderer is borked here.
it may also be an issue with their time of day rendering depending on how they did it.
Here is the sun at 3min
And the sun and lighting again at 6min
So I'm not sure entirely with the sun being obscured what is happening.
If time of day ends up making a difference to the gameplay e.g. stealth is easier at night, or it's easier to rescue marines and get them out alive, that could be a really cool feature.
Also interested to see what path the sun takes in the sky e.g. is the ring spinning like a wheel, while also orbiting a planet (with a dark side). There could be some really cool atmospheric results that really drive home the outer-spaciness of Halo.
I'm up for more dynamic elements in the game. Hopefully that will extend to the trees and grass in the finished thing.