Silent_Buddha
Legend
OK, I want to first establish what this is and is not. Also, this may or may not be the correct sub-forum for this, but if it can be kept on topic, I believe it can be a good technical discussion about "how lighting is used in games" regardless of the technology behind the lighting used in any specific game.
This should be a discussion about how lighting techniques are used in games. This isn't about RT good or RT bad. This isn't necessarily about the technology behind the lighting being good or bad. This should be about how lighting techniques are used in games.
Why am I starting this? I see too often people get caught up in hardware accelerated RT lighting = good and pre-"hardware acceleerated RT" lighting = bad. Neither of those statements are necessarily true. There are cases where RT lighting (the use of it) is bad and there are equally as many cases where pre-RT lighting is good (again the use of it). Enough that fans of good cinematography will often prefer the lighting in a game with zero hardware accelerated RT or even no RT period versus a game that uses hardware accelerated RT lighting instead of a non-accelerated solution or non-RT solution, IE - older lighting models.
To put this into perspective, it can be good to look at films, TV and even advertisements. Realistic lighting is frankly uninteresting and there are almost no good films, TV shows, or advertisements that use realistic lighting.
What does that mean? It means that good cinematography is all about how to manipulate real world lighting to produce interesting and completely unrealistic lighting conditions. It's about making lighting behave in interesting and unrealistic ways in order to frame images or sequences in interesting, captivating and meaningful ways. It's the difference between a well shot film with good or even mediocre cinematography (unrealistic lighting that behaves realistically) and a home video (100% realistic lighting).
In both cases, home movies (I'd include self made TV advertisements and even most soap operas here) and movies, shows or advertisements which uses cinematogrphic lighting techniques are using "real" lighting. The only difference is that the later is attempting to make lighting work in non-realistic but still belieable ways.
Here's a great example of an advertisement along with a director/cinematographer talking about it (camera framing and he talks a fair bit about the lighting tricks used).
Feel free to browse his other videos where he also talks about camera framing and lighting for game cutscenes, advertisements, cinematics, etc.
If you watch that you can often see cinematographic lighting techniques that older non-RT lighting tech provides for free. Again, note that this doesn't mean that non-RT lighting is better than RT lighting. This is about how the tech is used.
So, this is why when looking at something with what I consider one of the better implmenetations of global RT illumination (Metro: Exodus), I also view it poorly with regards to lighting in games. It implements global illumination really well, but then fails to use any cinematographic lighting techniques to make the actual visuals engaging and enjoyable to look at. IE - people have previously heard me talk about how I much prefer the non-RT lighting of the Metro: Exodus to the enhanced RT lighting in Metro: Exodus EE.
In the former (Metro: Exodus), you can tell they actually spent time to not only attempt to wrestle old lighting techniques into something approximating realistic light behavior but also took time to implement cinematographic lighting techniques.
Whereas in the latter (Metro: Exodus EE) they implemented global illumination and called it a day with almost zero attempts to replicate cinematographic lighting techniques to either make scenes more interesting, more clear or more engaging/suspenseful. IE - lack of facial highlighting makes dialogs less engaging/clear or lightened dark areas becoming less suspenseful.
So, just like there are games that stood out for great use of non-hardware accelerated RT and ones that were bad ... so too are there hardware accelerated games that implement RT well but use it badly (Metro: Exodus EE) and ones that use it well.
IMO, we're still not to a place where the lighting artists are using RT lighting as well in games (even the best ones) as lighting artists have done in some of the better much less the best examples of non-hardware accelerated RT games.
I wonder if it's either a lack of budgeting (we can implement RT lighting cheaper in game than paying lighting artists so lets reduce the lighting budget), lack of experience (how can we manipulate RT lighting to reproduce these effects that are use in good cinematography?), laziness (related to budget as why spend time on lighting if we have RT now?) or a combination of all of that? Alternatively, hardware-accelerated RT is already computationally intensive even with dedicated hardware ... does it become prohibitively expensive to use some of these lighting techniques (real world requires multiple lights and/or bounce lights and/or light occluders and/or light occluders combined with bounce lights, etc.)? Non-RT lighting gives some of these effects basically for free.
Regardless, it goes without saying that properly implemented RT will have far more realistic lighting than non-RT lighting, but games advertising RT lighting still have a ways to go to be as interesting and egaging as some of the best games in the past few decades which have had to lean heavily into using good cinematographics lighting techniques to either hide or take advantage of the limitations of "faked" lighting. After all good cinematography in films, TV and advertisements is all about fake lighting behaving realistically.
I'm not sure if this will engender enough interest for people to talk about the actual uses of lighting in games versus it devolving into RT = good, non-RT = bad. It also makes me wish some peole like LaaYosh (I think that was their handle) were still around to talk about stuff like this.
Regards,
SB
This should be a discussion about how lighting techniques are used in games. This isn't about RT good or RT bad. This isn't necessarily about the technology behind the lighting being good or bad. This should be about how lighting techniques are used in games.
Why am I starting this? I see too often people get caught up in hardware accelerated RT lighting = good and pre-"hardware acceleerated RT" lighting = bad. Neither of those statements are necessarily true. There are cases where RT lighting (the use of it) is bad and there are equally as many cases where pre-RT lighting is good (again the use of it). Enough that fans of good cinematography will often prefer the lighting in a game with zero hardware accelerated RT or even no RT period versus a game that uses hardware accelerated RT lighting instead of a non-accelerated solution or non-RT solution, IE - older lighting models.
To put this into perspective, it can be good to look at films, TV and even advertisements. Realistic lighting is frankly uninteresting and there are almost no good films, TV shows, or advertisements that use realistic lighting.
What does that mean? It means that good cinematography is all about how to manipulate real world lighting to produce interesting and completely unrealistic lighting conditions. It's about making lighting behave in interesting and unrealistic ways in order to frame images or sequences in interesting, captivating and meaningful ways. It's the difference between a well shot film with good or even mediocre cinematography (unrealistic lighting that behaves realistically) and a home video (100% realistic lighting).
In both cases, home movies (I'd include self made TV advertisements and even most soap operas here) and movies, shows or advertisements which uses cinematogrphic lighting techniques are using "real" lighting. The only difference is that the later is attempting to make lighting work in non-realistic but still belieable ways.
Here's a great example of an advertisement along with a director/cinematographer talking about it (camera framing and he talks a fair bit about the lighting tricks used).
Feel free to browse his other videos where he also talks about camera framing and lighting for game cutscenes, advertisements, cinematics, etc.
If you watch that you can often see cinematographic lighting techniques that older non-RT lighting tech provides for free. Again, note that this doesn't mean that non-RT lighting is better than RT lighting. This is about how the tech is used.
So, this is why when looking at something with what I consider one of the better implmenetations of global RT illumination (Metro: Exodus), I also view it poorly with regards to lighting in games. It implements global illumination really well, but then fails to use any cinematographic lighting techniques to make the actual visuals engaging and enjoyable to look at. IE - people have previously heard me talk about how I much prefer the non-RT lighting of the Metro: Exodus to the enhanced RT lighting in Metro: Exodus EE.
In the former (Metro: Exodus), you can tell they actually spent time to not only attempt to wrestle old lighting techniques into something approximating realistic light behavior but also took time to implement cinematographic lighting techniques.
Whereas in the latter (Metro: Exodus EE) they implemented global illumination and called it a day with almost zero attempts to replicate cinematographic lighting techniques to either make scenes more interesting, more clear or more engaging/suspenseful. IE - lack of facial highlighting makes dialogs less engaging/clear or lightened dark areas becoming less suspenseful.
So, just like there are games that stood out for great use of non-hardware accelerated RT and ones that were bad ... so too are there hardware accelerated games that implement RT well but use it badly (Metro: Exodus EE) and ones that use it well.
IMO, we're still not to a place where the lighting artists are using RT lighting as well in games (even the best ones) as lighting artists have done in some of the better much less the best examples of non-hardware accelerated RT games.
I wonder if it's either a lack of budgeting (we can implement RT lighting cheaper in game than paying lighting artists so lets reduce the lighting budget), lack of experience (how can we manipulate RT lighting to reproduce these effects that are use in good cinematography?), laziness (related to budget as why spend time on lighting if we have RT now?) or a combination of all of that? Alternatively, hardware-accelerated RT is already computationally intensive even with dedicated hardware ... does it become prohibitively expensive to use some of these lighting techniques (real world requires multiple lights and/or bounce lights and/or light occluders and/or light occluders combined with bounce lights, etc.)? Non-RT lighting gives some of these effects basically for free.
Regardless, it goes without saying that properly implemented RT will have far more realistic lighting than non-RT lighting, but games advertising RT lighting still have a ways to go to be as interesting and egaging as some of the best games in the past few decades which have had to lean heavily into using good cinematographics lighting techniques to either hide or take advantage of the limitations of "faked" lighting. After all good cinematography in films, TV and advertisements is all about fake lighting behaving realistically.
I'm not sure if this will engender enough interest for people to talk about the actual uses of lighting in games versus it devolving into RT = good, non-RT = bad. It also makes me wish some peole like LaaYosh (I think that was their handle) were still around to talk about stuff like this.
Regards,
SB
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