If I'm not mistaken, NV only pushed tessellation to godrays, not all lightsourcesI think this is a much better example of what this super duper "stunning" lighting actually aimed to achieve.
Over tesselated baked in lighting under a bed? Sure no problem no one will notice and as long as it gives us a performance advantage it's fine.
Yes, tesselation is used for godrays to get variable sampling rate.If I'm not mistaken, NV only pushed tessellation to godrays, not all lightsources
For the sense of "haze" they do use tessellated volumetric lighting as the weather rolls in. [counter at 2:16]Yes, tesselation is used for godrays to get variable sampling rate.
https://developer.nvidia.com/content/terrain-godrays-better-use-dx11-tessellation
Haven't heard of any other use of tesselation in the game.
I'd agree definitely. The outdoors effects are well done and create a beautiful image. The indoors are just woeful with almost no shadowing, entire rooms and objects lit up by seemingly single ambient light source, it looks very dated.Aside from outdoors in the sunlight, and the occasional light source that does do shadows, I would say the lighting is definitely not impressive. Static, mysteriously consistent lighting that makes me think of 10 year old games. Rooms that should be pitch black but instead have mystery ambient light. Who woulda thunk this would still be the case in 2015.
The lasers don't seem to cause any illumination. Quake 2 did more than that.
Pretty sure that's just the godrays I was talking about. (Crepuscular rays).For the sense of "haze" they do use tessellated volumetric lighting as the weather rolls in. [counter at 2:16]