another reason i like games with fully unified lighting and shadows nowadays such as "Lair, alan wake". u simply get the sense of feel more right, at least "subconcisouly. awful spelling"
I have a question for any dev that might be reading this thread. The rain portion of the commercial with rain running down the buildings, wasn't something like this shown in the Toy Store demo? How do you think they did it? Is it an example of putting dynamic branching to good use and if so what effects other than water would it be good for?
It's a very elaborate system, I'm amazed ATI spent that much time in researching rain... There are lots of effects overlaid, splattering of raindrops, flow of drops down glass planes, haloes around street lamps, streaks...
Yeah. That demo looks amazing though.
I remember Epic (Mark/Cliff?) talking about their rain shaders too by the way. Maybe I can find something...
The other thing I really like in this commercial is the part where he's running past the windows (you see him from the inside). Very nice IMHO.
It's almost more of an UE3 commercial.
You can also view the old UE3 demo from 2004/2005 - look at the lighting that is achieved there. I'm still amazed this demo from ages ago (2 Years is AGES?, wow how time flies)
The Engine is very capable of doing very realistic lighting and shadows. It just depends on what methods they implemented... and none of us knows what it will look like when the game is actually released. (2 weeks to go!)
Links to download the demo's
http://www.1up.com/do/download?cId=3138759
And the old discussion thread...
http://www.beyond3d.com/forum/showthread.php?t=18016
MoH
it's only the multiplayer...haunted house
I really need to stop watching all these videos I feel like I'm spoiling the game...