It's amazing how you get to have your opinion... but Alex can't have his.After a long time not posting in this forum, I feel that I need to post again because I'm really annoyed by Alex keep saying or implying that the image quality in overdrive mode is better. No, it is not better in every situation. There are a lot of example in that video where Alex show a comparison between raster vs overdrive or raster vs psycho vs overdrive that if you say that the overdrive picture to my client and insist it look better because RAYTRACING, that client would either scold me or simply stop continuing using my service.
It is one thing to be excited with RT, but it is another thing to say RT is good because of RT. Realism is not the same as good. A good game with a full RT would mean that you need a lighting artist that understand when the scene probably need fake lighting or probably need to tone map it better, etc, and from what I've seen on the video, it can be a mixed bag where on some scene it can be really amazing and another scene is simply bad.
Basically what I'm trying to say is that realistic is not automatically equates to good. If you don't believe me, just present all those comparison shot in the video to the people and ask them which one looks the best and I'm sure not all overdrive pic will be picked. So please stop saying it looks good, it looks better, when in reality, it just looks more realistic. Sometimes it can ended up being awesome, sometimes it can ended up looking bad.
No, Alex can have his opinion, but he does have influence thus I held him to a higher standard. I hope he can have a more balanced opinion instead of something that is basically RT = AWESOME!It's amazing how you get to have your opinion... but Alex can't have his.
@Rurouni Lol. It looks massively better in 99% of the cases shown, even though I don't even particularly like how the game looks. There may be some edge cases where the lighting was designed without path tracing in mind, but so what. It's an open world game. Redoing the entire games art design can't be cheap.
Realistic is always good. As long as the rules of lighting is adhered to, a lighting artist who needs to fake lighting using RT will create a scene that looks better than the same lighting artist who needs to fake a scene using rasterization.It is one thing to be excited with RT, but it is another thing to say RT is good because of RT. Realism is not the same as good. A good game with a full RT would mean that you need a lighting artist that understand when the scene probably need fake lighting or probably need to tone map it better, etc, and from what I've seen on the video
Your client wants unrealistic lighting?After a long time not posting in this forum, I feel that I need to post again because I'm really annoyed by Alex keep saying or implying that the image quality in overdrive mode is better. No, it is not better in every situation. There are a lot of example in that video where Alex show a comparison between raster vs overdrive or raster vs psycho vs overdrive that if you say that the overdrive picture to my client and insist it look better because RAYTRACING, that client would either scold me or simply stop continuing using my service.
No it isn't. You can easily find an example of an artist using RT producing image not as good as those in game rasterized image. Basically the actual result is not determined by RT or raster but the actual end result. What RT facilitates is making something realistic much more achievable. And like I said before, realistic is not the same as good. Sometimes I need to break this realistic thing to achieve pleasing image. Like the easiest example would be to boost the shadow part using a filter during compositing or pushing the highlight down to reveal more detail which will be hard to do if you just rely on raw rendering.Realistic is always good. As long as the rules of lighting is adhered to, a lighting artist who needs to fake lighting using RT will create a scene that looks better than the same lighting artist who needs to fake a scene using rasterization.
There’s no stopping someone from using the same techniques. We fake lighting all the time in movies and shows, but they all still adhere to physics.
What you are taking note of is what happens when a game traditionally built with rasterized lighting is suddenly switched over to RT lighting and now the lighting artists need to go back and put in proper lighting again to create the effects they wanted. Unfortunately they lit the entire game with rasterized lighting, and it will take far too long to redo everything.
Yes. While obviously I use RT/path tracing, there are plenty of fakes that I do to please the client. Although in general realistic is preferable, but within that realism, often times client ask to tweak something that if you understand physics, it is obvious that it doesn't behave like that in real life. The easiest example is light/dark part like I mentioned before. Other thing would be like having the light bright enough to illuminate a room but doesn't want to over exposure object that are too close to the light. A lot of tricks being used to get to the final image that can satisfy the client (either in post or in the model/lighting setup). Ideally of course I should let physics do its thing and say to the client that "It's physics!", but unfortunately something that is art doesn't really care about how accurate you're trying to simulate reality.Your client wants unrealistic lighting?
I'm not sure how your examples would apply here to a video game where you can interact with everything, change the camera angle on demand, add your own light sources etc.No it isn't. You can easily find an example of an artist using RT producing image not as good as those in game rasterized image. Basically the actual result is not determined by RT or raster but the actual end result. What RT facilitates is making something realistic much more achievable. And like I said before, realistic is not the same as good. Sometimes I need to break this realistic thing to achieve pleasing image. Like the easiest example would be to boost the shadow part using a filter during compositing or pushing the highlight down to reveal more detail which will be hard to do if you just rely on raw rendering.
Probably when they light the game using raster, they intentionally go for that look, maybe they don't let some part going to dark.
Yes. While obviously I use RT/path tracing, there are plenty of fakes that I do to please the client. Although in general realistic is preferable, but within that realism, often times client ask to tweak something that if you understand physics, it is obvious that it doesn't behave like that in real life. The easiest example is light/dark part like I mentioned before. Other thing would be like having the light bright enough to illuminate a room but doesn't want to over exposure object that are too close to the light. A lot of tricks being used to get to the final image that can satisfy the client (either in post or in the model/lighting setup). Ideally of course I should let physics do its thing and say to the client that "It's physics!", but unfortunately something that is art doesn't really care about how accurate you're trying to simulate reality.
Pretty amazing stuff.
I don't get the indignation. Does Alex have it to state that it's his opinion when it's obviously the case? You're free to watch the video and disagree with him which you seem to have done.After a long time not posting in this forum, I feel that I need to post again because I'm really annoyed by Alex keep saying or implying that the image quality in overdrive mode is better. No, it is not better in every situation. There are a lot of example in that video where Alex show a comparison between raster vs overdrive or raster vs psycho vs overdrive that if you say that the overdrive picture to my client and insist it look better because RAYTRACING, that client would either scold me or simply stop continuing using my service.
It is one thing to be excited with RT, but it is another thing to say RT is good because of RT. Realism is not the same as good. A good game with a full RT would mean that you need a lighting artist that understand when the scene probably need fake lighting or probably need to tone map it better, etc, and from what I've seen on the video, it can be a mixed bag where on some scene it can be really amazing and another scene is simply bad.
Basically what I'm trying to say is that realistic is not automatically equates to good. If you don't believe me, just present all those comparison shot in the video to the people and ask them which one looks the best and I'm sure not all overdrive pic will be picked. So please stop saying it looks good, it looks better, when in reality, it just looks more realistic. Sometimes it can ended up being awesome, sometimes it can ended up looking bad.
Your client wants unrealistic lighting?
This is more related to how the light sources are placed. The film is not interactive and therefore you can do more unrealistic things that still look good. Light up the character more with reflectors or place the moon always behind characters etc. In an interactive game this would look weird. Still I find that in movies that have a lot of CGI and use realistic lighting like Dune look better than Lord of the Rings etc.And this is a surprise, how? The vast majority of movies have unrealistic lighting. The same goes for things such as studio photographs, advertisements, TV shows, etc.
Something that looks real isn't the same as something that looks good or interesting in many cases.
That's different than light behaving realistically. RT allows light to behave realistically, which is good. What isn't good yet is the artists using the lighting artistically as has been done in games up until they started using RT.
It's almost like the lighting artists suddenly forgot that realistic lighting is generally dull and uninteresting when attempting to tell a story or set a mood or showcase people having a dialog.
He isn't saying that RT and more believable light behavior is bad. He's saying that how RT lighting is being used is bad. It's the same thing some of us have been saying for a while now. You can even look back at my posts on Metro Exodus: EE where I praise the improved lighting while at the same time saying it looks worse than the non-EE lighting purely due to it not having the same artistic touches applied to it.
Regards,
SB
In this CP case, the biggest cause of my annoyance from that video is the fact that it says RT is better and then showed a comparison image where the RT image is too dark. The artist intention is probably closer to the raster or psycho and not RT, thus I don't think you can say that the RT is better looking when it is probably not the intention. So at the very least probably they can do better tone mapping (assuming they don't want to add/remove their lighting objects). In general, better tone mapping probably can go a long way before trying to do fake stuff.I'm not sure how your examples would apply here to a video game where you can interact with everything, change the camera angle on demand, add your own light sources etc.
for sure, I think artistic design and lighting needs a pass now that it's switched over to RT.In this CP case, the biggest cause of my annoyance from that video is the fact that it says RT is better and then showed a comparison image where the RT image is too dark. The artist intention is probably closer to the raster or psycho and not RT, thus I don't think you can say that the RT is better looking when it is probably not the intention. So at the very least probably they can do better tone mapping (assuming they don't want to add/remove their lighting objects). In general, better tone mapping probably can go a long way before trying to do fake stuff.
And of course, I don't expect a game that is basically retrofitted with RT can suddenly took account of all the possible lighting situation in the game and I never ask for that. What I'm asking is not simply saying RT looking good because it is RT because again, even in the video, there are instances that overdrive RT looked the worst even though it is realistic. For parts that look better, yes, you can say that it is better. But for parts that actually look worse, even if it is realistic, it still look worse. I hope DF that obviously have a lot of influence in this gaming space can actually spot this kind of thing where realistic is not the same as good thus we can actually have RT that looks good in every/the majority of situation. But right now, DF stance feels like RT = GOOD!
I'm not saying RT is bad. RT is just a tool to achieve the result that the artist want, and of course with RT you can achieve the realism previously very difficult using other tech. But the result itself doesn't automatically becomes good just because it is using RT.
The artist intention is probably closer to the raster or psycho and not RT, thus I don't think you can say that the RT is better looking when it is probably not the intention.
What I'm asking is not simply saying RT looking good because it is RT because again, even in the video, there are instances that overdrive RT looked the worst even though it is realistic.
I remember the ME:EE discussion. FWIW I completely disagreed with your opinion there. To me the RT version looked better aesthetically. (And of course it was strictly better from a physical correctness point of view as well.) But that's a subjective thing, and your opinion is just as valid as mine.And this is a surprise, how? The vast majority of movies have unrealistic lighting. The same goes for things such as studio photographs, advertisements, TV shows, etc.
Something that looks real isn't the same as something that looks good or interesting in many cases.
That's different than light behaving realistically. RT allows light to behave realistically, which is good. What isn't good yet is the artists using the lighting artistically as has been done in games up until they started using RT.
It's almost like the lighting artists suddenly forgot that realistic lighting is generally dull and uninteresting when attempting to tell a story or set a mood or showcase people having a dialog.
He isn't saying that RT and more believable light behavior is bad. He's saying that how RT lighting is being used is bad. It's the same thing some of us have been saying for a while now. You can even look back at my posts on Metro Exodus: EE where I praise the improved lighting while at the same time saying it looks worse than the non-EE lighting purely due to it not having the same artistic touches applied to it.
Regards,
SB