Hi guys and girls,
I'm only new to this forum, but I've got a bit of a question you might be able to help with. I did a search of articles in this forum, but didn't manage to find anything the really helps to answer the question.
I am developing a game engine that will be used to create a 3D environment that is a bit different than most of the stuff you come across these days. For example, the environment I'm going for is completely devoid of shadows as it just wouldn't fit the concept of the game (not a bad thing, certainly frees up some CPU and GPU cycles).
As a result I want to set the mood of the game using multiple different light sources, where each of the outdoor sections are each lit by their own set of lights, and each of the indoor sections also has it's own set of lights.
I've created a vertex & pixel shader combo that does a good job, both performance and quality wise, but the pixel shader does take a bit of time to load on startup (about 20 seconds with 4 lights per area, or about 45 seconds for 10 lights, which is the limit of what I can do with shader model 3), although the frame rate is very smooth once it is loaded, and it fully supports pixel accurate point and spot lights with cone angle and attenuation support.
I'd rather not move to shader model 4, as it would require upgrading my main production machine to windows seven, which I'm not willing to do as some of the software I use for my other jobs has not yet been released for Win7.
My question is, would I be better off using deferred shading or multi-pass rendering to be able to add more light sources, and what would the advantages and disadvantages be of each method, keeping in mind that I will not be adding any form of shadowing. Also, the engine already has full HDR support, with tone mapping, blue shift and bloom, so the lighting needs to be able to support HDR also.
Many thanks in advance for any advice you may be able to provide.
I'm only new to this forum, but I've got a bit of a question you might be able to help with. I did a search of articles in this forum, but didn't manage to find anything the really helps to answer the question.
I am developing a game engine that will be used to create a 3D environment that is a bit different than most of the stuff you come across these days. For example, the environment I'm going for is completely devoid of shadows as it just wouldn't fit the concept of the game (not a bad thing, certainly frees up some CPU and GPU cycles).
As a result I want to set the mood of the game using multiple different light sources, where each of the outdoor sections are each lit by their own set of lights, and each of the indoor sections also has it's own set of lights.
I've created a vertex & pixel shader combo that does a good job, both performance and quality wise, but the pixel shader does take a bit of time to load on startup (about 20 seconds with 4 lights per area, or about 45 seconds for 10 lights, which is the limit of what I can do with shader model 3), although the frame rate is very smooth once it is loaded, and it fully supports pixel accurate point and spot lights with cone angle and attenuation support.
I'd rather not move to shader model 4, as it would require upgrading my main production machine to windows seven, which I'm not willing to do as some of the software I use for my other jobs has not yet been released for Win7.
My question is, would I be better off using deferred shading or multi-pass rendering to be able to add more light sources, and what would the advantages and disadvantages be of each method, keeping in mind that I will not be adding any form of shadowing. Also, the engine already has full HDR support, with tone mapping, blue shift and bloom, so the lighting needs to be able to support HDR also.
Many thanks in advance for any advice you may be able to provide.