How are you replacing rasterization? You're still putting the task of drawing on the GPU. Hell, if there was someone *actually* replacing rasterization, I'd be quite happy.Hey, I can't imagine how would you respond if someone says he's going to replace rasterization in 2 years and shows you video
Not future... not present, either. The kinds of levels you demonstrate are all dated by today's standards. The kinds of numbers I threw at you were not throughput demands 2 or 3 or 10 years down the line, but the kinds of things that are perfectly ordinary right now. You don't have to look to an extraordinary or even necessarily outdoor scene to find stuff like that. That's what makes it not viable right now.I just demonstrated RTGI in this game level, I never told it's for outdoor. Some features were not demonstrated but I know they work and the only quality issues are related to ugly tessellation (can be easily fixed by game makers), so IMHO it is viable future for indoor games.
Don't pretend that the difference is as small as 2:1.Why don't you realtime render everything flatshaded? Because textures, although 2x more expensive, look better than flatshaded scene with 2x more polygons. The same applies for lighting. At some point, it's better to improve lighting than add polygons.
How are you replacing rasterization? You're still putting the task of drawing on the GPU. Hell, if there was someone *actually* replacing rasterization, I'd be quite happy.
Not future... not present, either. The kinds of levels you demonstrate are all dated by today's standards. The kinds of numbers I threw at you were not throughput demands 2 or 3 or 10 years down the line, but the kinds of things that are perfectly ordinary right now. You don't have to look to an extraordinary or even necessarily outdoor scene to find stuff like that. That's what makes it not viable right now.
Also, just out of curiosity... when you mentioned those polycounts, did you mean that the whole scene is about that size, or that the number of tris actually processed in a given frame is about that many?
Don't pretend that the difference is as small as 2:1.
I never said better lighting isn't important. I'm saying it's not a reason to step backwards. When we went first went from flat shading to texturing, we did it with the same geometry throughput as before, and that's what made it acceptable at the time.
One little thing you seem to be missing is that there are a wide array of fake GI hacks and tricks that people use already. I myself wrote a system for irradiance volumes w/ gradients (and it takes advantage of baked radiosity lightmaps on static geometry) -- is it limited in its use? You bet it is (although it does work equally well for both indoor and outdoor ). But since it's only applied to a specific subset of the overall problem space, it works well, and it's hundreds of times faster than any of the middleware "GI" solutions out there, which means it has minimal impact on the time available for other work. And this is the sort of thing that everybody and his brother is already doing if not looking into. Sure it's not as flexible as a totally dynamic thing, but the point is that the cost is small for the effect.
Sure we're at a point today where trying to throw on more polygons would be pointless in many cases... that doesn't mean we should feel free to drop polycounts to 1/4 of what would be considered average (not even particularly high), and also have to cut back on dynamic objects in the scene, and still also have to sacrifice a pretty sizable chunk of frametime which could be spent on other non-graphical work. Explain to me how this is reasonable.
The problem is that this isn't a common problem for game designers. Your demos looks great for this situation, but usually lights don't move. Only a few games spend much time with a flashlight.So what's your trick to fake indoor light controlled by player?
I haven't seen Crysis yet but I guess it was pretty difficult for designers to mask all ambient map artefacts.
It's not just marketing. Many people complained about low polygon models in Doom3, despite the better lighting compared to earlier games.Dynamic objects are cheap. Indoor game with simpler geometry but better RTGI lighting is possible, but how to sell it is question for marketing guys. They would have easy work with me, I like WoP and I'd buy it if it has RTGI.
The problem is that this isn't a common problem for game designers. Your demos looks great for this situation, but usually lights don't move. Only a few games spend much time with a flashlight.
Normally the light is stationary and the objects move. Unfortunately, your method only produces a reaction in lighting if the moving objects are well lit and/or cast big shadows. Occlusion caused by the objects isn't accounted for.
By the way, would you mind answering the questions above in my previous post?
Ok, some balance is important. But it's difficult to satisfy everyone. History is made by brave developersIt's not just marketing. Many people complained about low polygon models in Doom3, despite the better lighting compared to earlier games.
So you do shadow mapping to determine the direct illumination at each vertex, and then read it back to the CPU to do the radiosity propagation?
Ah... yes, well, that's a different problem altogether. Misinformation can often be the best marketing tool.Sorry, I was just making fun of 3rd party subjects with revolutionary plans
Yeah, well, one vicious cycle which can never be escaped is the fact that once something is shown to be technically feasible, the consumer sets that as a minimum expectation. If somebody demonstrates absurd polygon counts, then the bar is raised to that level, and not meeting that is commercial suicide in 95% of all significant cases (leaving aside things like XBLA/PSN games which are their own microcosm). If somebody else demonstrates RTGI, everybody will want it. And in a major title, the law will thereafter become that both must be achieved. It's not a pretty thing, but you can't escape the fact that people are just that stupid and at the same time unforgiving since you're talking about something they spend money on for leisure. Because of that, the consumer feels that any level of self-centeredness is justifiable.There's no law that indoor game must have tons of polygons and primitive lighting.
People's wishes are created by marketing machines.
Are you propagating/accumulating on every surface in the scene, or just on those which are visible for that frame?Simply WoP map+robot, not multiplied by multipass.
Depends on which project you're talking about (I happen to be supporting development on 3 at the same time -- at some point it will probably be 5). In one case, we're not particularly worried about it because most all dynamic lights are specifically very localized in their impact, and we have illumination models that have shadow-escape components to fake some bleeding. If we really need it in some cases, we do have some cases with fill lights which are fast since they don't cast shadows. That project is not really intended to be "photorealistic" to begin with, but more of a case of wanting an evocative palette.So what's your trick to fake indoor light controlled by player?
I haven't seen evidence of that. Seeing one or two dynamic objects move doesn't do much to convince me of that. You mentioned needing to precalculate form factors for the static geometry. That to me says either that form factors for dynamic objects is ass-slow, or you're severely simplifying what you do on dynamic objects and what their contribution is... which is a bit of a difficult thing to see when you're showing a dynamic object that is basically chrome (why not chrome Hitler? ). For that matter, cubemaps don't come cheap and never will.Dynamic objects are cheap.
Especially for people who are trying to work on major titles. It'll fly for a little downloadable title with a below-$1million-budget that people will pay $10 for and pick up at random. Not likely at all for a title that, even at $60 a pop, needs to sell 2 million units off store shelves just to break even. People with a geeky curiosity in RTGI may be intrigued, but there aren't 2 million more people like that.Indoor game with simpler geometry but better RTGI lighting is possible, but how to sell it is question for marketing guys. They would have easy work with me, I like WoP and I'd buy it if it has RTGI.
That is absurdly too cynical.ShootMyMonkey said:and not meeting that is commercial suicide in 95% of all significant cases
Can some of the guys who slated this, please show me their better more flexible, more expansive, open area GI engines please because Im excited by the fact that this is actually poor and there are so many better systems out there !!
Okay then, 92%.That is absurdly too cynical.
Wow, that's only completely missing the point and further presuming it to be the exact opposite thereof. It's not about there being better GI engines, but that RTGI frameworks are simply not ready/feasible for real in-game application. The best you can do is cheap hacks that work in a limited bunch of cases, but at least have an effect for very little cost.I would also like to see their GI engine solutions and the framerate to. :smile:Can some of the guys who slated this, please show me their better more flexible, more expansive, open area GI engines please because Im excited by the fact that this is actually poor and there are so many better systems out there !!
No, it most most certainly does not. It only shows that the trend is not necessarily at the same distance along the infinite spiral for every genre of game.I think games like Little Big Planet show you can buck the trend.
Wow, that's only completely missing the point and further presuming it to be the exact opposite thereof. It's not about there being better GI engines, but that RTGI frameworks are simply not ready/feasible for real in-game application. The best you can do is cheap hacks that work in a limited bunch of cases, but at least have an effect for very little cost.