seen on discord, a server mate there shared this.I agree, but that also means you design your lighting with that in mind. I'm pretty sure most game lighting today is designed so the game is functionally playable and not so much designed for artistry like a movie would.
case in point. Bottom picture looks terrible lighting wise because no one understands where all this lighting is coming from. It just looks incorrectly lit, blue light is everywhere visually, and all we see is yellow. I think video game players are much more tuned towards seeing realistic lighting models in games, then they are catching that issues in movies. When people say a game looks bad, a poor lighting model is going to be a big reason for that. So I think for lighting and environment artists, they're going to design levels and lighting to emulate what they think real life should look like. And I think a realtime system will be able to do this better than to do it manually. Even if there are drawbacks to realtime lighting systems, they do a superior job at unifying the lighting in a scene than our current systems. Which I believe is also where you are going to save a lot of labour.
I think this is where you see a lot of people go back and reference Drive Club vs Forza Horizon. It just comes down to how much more unified Drive Club lighting is compared to Forza Horizon, which it's still trying to emulate the realtime GI model of DriveClub.
But at the same time, once you switch to a cinematic: (linked below the pictures) people sort of just accept movie based lighting. It's perhaps jarring that there can be such a difference between cutscene and gameplay lighting; but it happens a lot and in a lot of games.
also this
32:9 support