If we are able to simulate light, wouldn't they be able to just use diffusers and filters to light a scenes like a movie set? I'm not sure this would be more work than manually placing every light in a scene already is. In fact, it's probably still easier.RT will also present some issues. If your game is aiming for a particular lighting aesthetic then game directors, much like lighting directors in movies, will be fighting realistic light using diffusers and colours that mute reflections.
me 2. Lol. Gonna rely on the consoles for heavy lifting. Not sure if I can afford a new GPU right now
They also mention in a FAQ that the FidelityFX Super Resolution isn't compatible with their rendering technique: https://www.metrothegame.com/news/the-metro-exodus-pc-enhanced-edition-arrives-may-6th/
A large number of implications from that FAQ here.Some pretty interesting insights there about FidelityFX Super Resolution. For one they appear to have access to it suggesting that it's real and in an advanced stage of development (this may have been common knowledge already, I'm a bit out of the loop on this) and secondly they claim their own Temporal upscaling implementation is at least as good. That may suggest FFX SR is just a (fairly common now) temporal upscaling solution and in quality terms falls quite short of DLSS as per Alex's video. Still great to widen the reach of upscaling tech though even if the quality isn't quite on par with a ML based approach.
What is that white speaker-like thing?
ah, I was going for heater, but I saw heaters on the wall, so I wasn't so sure.Spotlight, obviously - it's a requirement for every small office space. I need it when I lose my pen.
I remember playing Doom 3 for the first time and being amazed at the stark shadowing, but yeah, it's not actually how light illuminates spaces. The bounce lighting in Metro Exodus looks like it's a first step is changing how games can be developed. Would be interesting to see a game designed around this type of GI and using it as a function within the game space.
ah, I was going for heater, but I saw heaters on the wall, so I wasn't so sure.
If we are able to simulate light, wouldn't they be able to just use diffusers and filters to light a scenes like a movie set? I'm not sure this would be more work than manually placing every light in a scene already is. In fact, it's probably still easier.
Once you toss in RT with PBR, you're having to 'con' the lighting system to get the desired look.If we are able to simulate light, wouldn't they be able to just use diffusers and filters to light a scenes like a movie set? I'm not sure this would be more work than manually placing every light in a scene already is. In fact, it's probably still easier.
@Silent_Buddha They can just add invisble light sources to do that kind of stuff, and if they're ray traced they'll look even better.
@Silent_Buddha They can just add invisble light sources to do that kind of stuff, and if they're ray traced they'll look even better.
Like in movie they use artifical light source.
Just a refresher...
Some pretty interesting insights there about FidelityFX Super Resolution. For one they appear to have access to it suggesting that it's real and in an advanced stage of development (this may have been common knowledge already, I'm a bit out of the loop on this) and secondly they claim their own Temporal upscaling implementation is at least as good. That may suggest FFX SR is just a (fairly common now) temporal upscaling solution and in quality terms falls quite short of DLSS as per Alex's video. Still great to widen the reach of upscaling tech though even if the quality isn't quite on par with a ML based approach.
However, that has the potential to negatively impact the rest of the scene if it uses an RT lighting model.
Unlike a movie, a player moving their camera can show unintended side effects of altered RT lighting meant to light a specific feature as Dsoup noted in a previous post.
For example, the dramatic lighting used on an actors face in some horror movies where the light is below the actors face shining upwards. Works in a film because the viewer can't change the camera. But in a game? What if the player wants to look around and suddenly sees the ceiling of the room lit up?
Or, more problematically the bounce lighting from that ceiling potentially lighting up the rest of the room?
Regards,
SB
Ask yourself, how? How do you light a scene realistically using RT while also aiming to achieve a particular unrealistic lighting aesthetic whilst also allowing the player to freely move the camera around to see the conventional lighting tricks because suddenly hiding lighting impacts the lighting you're seeing as you pan the camera around?I'm sure they can come up with ways to have the light only affect a particular character etc.
Ask yourself, how? How do you light a scene realistically using RT while also aiming to achieve a particular unrealistic lighting aesthetic whilst also allowing the player to freely move the camera around to see the conventional lighting tricks because suddenly hiding lighting impacts the lighting you're seeing as you pan the camera around?
If you can solve this, you could be the greatest Hollywood lighting director of all time.
They can cut from camera to camera in a scene in a movie but not in a video game where the player has agency over the camera. If you're paining a camera around the lighting is changing because your looking at an invisible light source, how weird is that going to look? If there was a non-visible lightbulb in your room casting light it would look as weird as it sounds.During cutscenes they can add, remove lights however they want and hide them just like you would in a movie.
They can cut from camera to camera in a scene in a movie but not in a video game where the player has agency over the camera. If you're paining a camera around the lighting is changing because your looking at an invisible light source, how weird is that going to look? If there was a non-visible lightbulb in your room casting light it would look as weird as it sounds.
It'll look shit and less consistent that carefully place fake sources of GI in a scene.