Light Scattering ??

Bohdy

Regular
Our harrow-broken friend said:
"We did a lot of research, and we came a cross a technique called light scattering, which simulates light in the atmosphere. We at first thought about it only for next-generation consoles. But we did a little R&D and came up with a GameCube implementation of it."

What do you think? Is this a light form of ray-tracing that Factor 5 are using? How much of the incredible power of the Gekko do you think it would use?
 
Bohdy you insecure little bastard! ;)
Trying to find another anti-xbox argument are we?

Any way, as I've said to you I think what they have done is precalculate the effect that light scattering would have on the enviroment and bebake them to the texture/light maps like Bungie is with it's photon mapping in Halo 2.

Taking a look at that video it doesn't look like something you would pull off in real time, unfortunatly for our supposed "Our harrow-broken friend" I don't think they will pull it off in real time without the frame rate dropping to 1fps.
 
The comment came from Julian of Factor5 in a interview with ign, about RS3 the new lighting used in it to give the realistic lighting it has. If you check out the new videos on ign you could judge for yourself. Try the ign forums they have direct links to the videos, there's also some new images up on the site showing some new levels that look mighty impressive IMO.
 
As *I* told you jabjabs, I think the wording makes it pretty clear that the effect is actually calculated to some extent in realtime. And no, I don't need arguments against the 'box, just interested :p

Ingenu said:
http://mirror.ati.com/developer/demos/r8000.html

Light scattering in realtime on R200...

Or maybe you're talking about something else ?
(sorry no time to check the links)

That does seem to be very likely what F5 are using, or at least a form of it. Certainly on more complex assets.

Can anyone with a Dx8.1 card try it out and see how it looks and runs?

Oh, and BTW, to those not in the know "harrow-break" == Eggebrecht (direct translation). Its something I like to call him :LOL:
 
I just tried it on my GF4 Ti4200. Runs super smooth. The overall effect is kind of neat, but not particularly impressive. It looks more like a kind of lit haze than anything else.
 
Hmm. I wonder why Julian said that they initially thought only next-gen consoles could handle it. Maybe they are using a more complex implementation?

Its interesting that it is more of a shader effect than a CPU burden (at least I assume so)
 
Maybe he just didn't think GameCube could do it. Maybe he's just trying to make it sound more impressive, like what happened with Eternal Darkness.(blah blah, realtime fog of whatever, it wasn't that impressive, I didn't notice the fog warping around the person as they moved it seemed static to me)
 
Fox5 said:
Maybe he just didn't think GameCube could do it. Maybe he's just trying to make it sound more impressive, like what happened with Eternal Darkness.(blah blah, realtime fog of whatever, it wasn't that impressive, I didn't notice the fog warping around the person as they moved it seemed static to me)


u mean volumetric fog?

i think it went down on the list of currect gen "cool" features together with water effects, specular lights on the road in racing games, bouncy breasts etc... :LOL:
 
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