Forge/Rendering Speculation
I have a strong suspicion that large portions of the buildings in the map "Complex" were assembled with Forge pieces do to some inconsistencies with the lighting.
I noticed that certain parts of the 'Complex' map's structures are receiving shadows and lighting that is not consistent with pre-baked GI such as you would typically see on static geometry that is built-in/modeled-in to the map., and I am wondering why that is?
For example, some shadows have a low resolution, grainy, flickery form of filtering that seems characteristic of real-time shadows:
Some foliage shadows even seem to move from swaying in the wind, cool!
Another example, certain base interiors are lit in such a way that if they were using baked GI in typical form of a light map with accurate diffuse inter-reflection, , they would have to be far brighter, no?
The sunlight still does seem to bounce in through some of the doorways, but not with the same fidelity of Light mapped GI; it's effect tapers off uniformly and shortly, seemingly like that of a point light. That seems to me like the spherical harmonic probe system that we were shown earlier when Forge was revealed. You know, the one that is regenerated in a second or two every time you switch between forge monitor and gameplay mode?
It could be that the lighting was not re-baked in this build since the last changes were made and this might be a way to quickly view an approximation of the lighting as a previsualization before it is baked into final static form. Perhaps this is used in the case of needing to put out a prototype or trade-show/preview build without spending time rebuilding lighting
However, more interestingly, and I could be jumping to conclusions, It could also be that either a
large portion of that map was made in Forge or
these structures are in some way dynamic (perhaps similar to the bases used in the Dominion gametype?). The structures themselves look as though they are assembled from modular forge pieces. I also noticed that some of the railings, walls and pipe pieces of the bases have their shadows disappear when you are more than 25ish feet away from them:
All these techniques are nothing new in general, but for Halo, they are.
Anyone else have an idea as to why they would seemingly arbitrarily change between multiple shadowing and lighting techniques? I noticed that character and vehicle lighting have a super crisp, almost 'signed distance field' looking shadows, while forge pieces and some dynamic foliage have noisy dynamic shadows, and other static geometry has the typical low res baked in lighting/shadowing from before.
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In addition, something about the terrain they showed off seems somewhat advanced over what they had before.
Not necessarily BF3 or Rage style virtual texturing but maybe the typical small set of tiling textures, mixed with some better procedural blend shader with special masks?