Game engine comparisons (UDF2, AC, KZ2 etc.)

Yes but it affects dynamic characters in realtime, unlike in other games where it doesn't.

Baked GI doesn't affect anything.It's baked Gi. Combined with local cubemap IBL (KZ2) or SH (Uncharted 1 and 2 and some other games ) you can fake the bleeding impression.
 
That's superb! Good find. I wonder if this is what Geomerics is working on? Would explain their comparable results.
 
Right, but isn't this essentially what Uncharted 1 and 2 do as well?

Is it visible somewhere at all?

On the other side, TRU supposedly..

http://www.tombraiderforums.com/showthread.php?t=114051
•Lara's body reacts to the weather and environment - if it is hot, she will sweat. If it is raining, the water will trickle down her body. If it is muddy, dirt will cling to her and gradually wash off due to the rainfall. Her clothes will also react to changing environmental conditions. Lara interacts with environmental foliage, sweeping it away as she passes through it.

•Crystal Dynamics have introduced motion capture for the first time in a Tomb Raider game. Motion capture brings increased realism and fluidity to Lara's movements. CD have hired an olympic gymnast to provide animations for Lara.

•Lara will have high quality facial animations and lip-synch.

•TRU uses a realistic and dynamic weather system including torrential rainpour, thunderclouds and lightning. Each level will have its own weather system.

•An improved physics engine means that the whole world is reacts to Lara's presence and has memory. Lara leaves footprints in the mud. Debris and bodies will no longer vanish, providing valuable markers of where the player has been in the massive game world.

•An innovative lighting system moves beyond simple dynamic lighting to create stunning and realistic environments. A new piece of lighting technology called Spherical Harmonics is being used to make Lara appear connected with her environment; if she walks through green foliage, for example, her skin will take on a subtle green cast.

•All cutscenes are made using the in-game engine
 
Baked GI doesn't affect anything.It's baked Gi.
Like I said before, it's baked into the environment textures but it affects dynamic characters.

Combined with local cubemap IBL (KZ2) or SH (Uncharted 1 and 2 and some other games ) you can fake the bleeding impression.
How come nobody ever mentioned indirect lighting for Uncharted? Also in the DF video you can see them clearly mentioning that the GI in the environment is an improvement over U1 since it wasn't used there.

http://www.mpi-inf.mpg.de/~ritschel/SSDO/

Well this looks like a very nice and fast solution.
I suppose something like that is what Crytek is using for the Cryengine 3.
 
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