Graphics wishlist


The theory sounds good, but in practice I see what looks like a very low-res shadow with a bazillion soften/blur passes. Total garbage, if you know what I mean. :D Nah, not TG, but I don't like those looks. It's like just AO, not a real, defined shadow.

Nice thread, BTW!

I'm sure I'll post here again.
 
I could be wrong, but I believe The Order: 1886 used this method or a variation of this method.
Yes, it uses spheres for ambient occlusion. ND games since TLoU and many UE4 games now use both spheres and capsules for soft shadows but only for baked lighting.

The theory sounds good, but in practice I see what looks like a very low-res shadow with a bazillion soften/blur passes. Total garbage, if you know what I mean. :D Nah, not TG, but I don't like those looks. It's like just AO, not a real, defined shadow.

Nice thread, BTW!

I'm sure I'll post here again.
Super soft shadows are common in the real world. For example, during overcast days. But sure, not everybody likes them :p

This


Bye now :p
The lighting/shading looks dated but those volumetrics sure are nice.

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Forgot to mention multiple scattering:

https://forum.unity.com/threads/screen-space-multiple-scattering.446647/

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do you mean that prerender of the video you shared or the actual game? Because people discovered the trailer was fake
The prerender. Has some nice volumetric effects, engaging animation/interaction (I wish we would get AI that feels as engaging as the CGI concept but one can dream).and some pretty awesome physics!
 
Yes, it uses spheres for ambient occlusion. ND games since TLoU and many UE4 games now use both spheres and capsules for soft shadows but only for baked lighting.


Super soft shadows are common in the real world. For example, during overcast days. But sure, not everybody likes them :p


The lighting/shading looks dated but those volumetrics sure are nice.

--------------------

Forgot to mention multiple scattering:

https://forum.unity.com/threads/screen-space-multiple-scattering.446647/

687474703a2f2f692e696d6775722e636f6d2f68674a3442656f2e706e67

687474703a2f2f692e696d6775722e636f6d2f36796b6a584f492e706e67
Wowwwwww. Which games do use that rendering technique that you know of?
 
It's a DOF post effect really. Blur more based on distance, coupled with fade to fog colour. It's not some super volumetric ray-traced light-scattering anything. ;) Very effective though.
 
Nah, it's just bloom, a la SOTC (PS2 original).
Bloom is a brightness-mapped blur and blend. DOF is a depth-mapped blur and blend. This fog is a depth based blur and blend. In fact, if you visit the link as I just did, you'll see it's actually described as a fancy DOF effect by the shader author. ;)
 
Bloom is a brightness-mapped blur and blend. DOF is a depth-mapped blur and blend. This fog is a depth based blur and blend. In fact, if you visit the link as I just did, you'll see it's actually described as a fancy DOF effect by the shader author. ;)
Hahaha, Shifty, I was joking! Because of the SOTC remake, mostly. ;-)
 
Ray marched volumetrics like in HZD:

32452806303_a27446a46rzogi.jpg

32483339174_29494cd2da0o38.jpg

33267232125_00f646c05b6pd0.jpg

horizonzerodawn_20171xwruq.jpg

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33265967231_8f9a430b1djqy7.jpg

33456221966_bf62ec31bj2qm1.jpg
the 3rd and 5th picture remind me of Skyrim so much.

From the post in Unity forums, which OCASM shared... These pictures from Nintendo's Mario make me wonder if they use Unity in this Mario game because they utilise Multiple Scattering as well :

y2ZOZmZ.jpg


DhJC9aa.jpg


StdQSqm.jpg
 
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