Provocative comment by Id member about PS2 (and Gamecube)!

shadows are never black unless u somehow find a way to eliminate every other form of ambient light leaving one and only one light source AND create a vacuum so that the light frequency isnt disturbed.
ok, u could do without the vacuum on most situations, but the real problem is ambient lighting really....
light from the sun will never create a black shadow since, obviously, there are so many light sources hitting us it's not even worth counting.

one situation would be a dark room with only one light source, and not a strong one either... then maybe u could get a completely black shadow, but even then u'd have ambient light in the form of the same light coming out from the single lightsource being scattered against the walls, and the lack of a vacuum plays a part too.
 
So Doom 3 is a complete failure beacuse it doesn't do radiosity real time now ?

Nothing prevents id from adding ambient light to the scene. And in lots of places they probably do. But the light/shadow thing gives them a whole host of ways to shock and awe you.

Cheers
Gubbi
 
You don't need real time radiosity to render transparent shadows that look more realistic than cartoon-like black shadows.
I'm not saying D3 is not looking good even though the shadows are not realistic (shade).
It could even have less visual impact if the shadows were not so emphasized. Propably it's as much an artistic desision as tehnical limitation.
True, D3 is not released yet, so we'll see.
 
Ok, not transparent, like you really can't see through a shadow, as a a shadow can not be projected on thin air.
But if a shadow is projected on a semi-transparent surface, you can still see through that surface. The shadow certainly doesn't make a magical 100% opague layer on a surface.
 
To the original post: I don't see why the statement is provocative. It's simply a statement of fact. The PS2 doesn't have the capabilities to run D3 satisfactory, end-of-story.

not in doubt.

shadows are never black unless u somehow find a way to eliminate every other form of ambient light leaving one and only one light source AND create a vacuum so that the light frequency isnt disturbed.

and one of the pluses of JC's new engine is not strictly an 'accurate' shadowing but a Unified ligthing model for shadow projection. in those terms it's looking rather juicy.

[/quote]no doubt, that the shadow effects in SH3 look very nice. but there are a few differences: only one light will cast a shadow (if you notice in dark rooms your flashlight casts the shadow and in rooms with some other light source it does not) and not every object creates a shadow (it's not really a global effect, it's special-cased[/quote]

yea there are a bunch of hacks in the game in the way it handles shadows. the point that I was trying to make is irrespective of SH3 is that stencil and fillrate intensive operations are not exactly cumbersome on PS2.
the limiting factor is the stuff it has little to no chance of doing (DOT3 cheifly) is the brick wall to a adequate 'port'.
 
Wrong wording on my part.

A shadow is the resulting lack of light from a blocking occluder. Unless the occluder is semi transparent no light gets through. This may result in a black shadows when ambient light is absent.

So it's the occluder that isn't transparent

Cheers
Gubbi
 
maskraider,

nope. i dont think that is a good shot to show the blocky shadows. IIRC, you need to angle the camera so it is showing Heather's back, you know, something like a typical 3rd person behind view. Or at least level with Heather. IIRC again, i noticed the blocky shadows during the very early part when you first exit to the stairways. You can play around with the cam, and you can see that the shadows arent exactly rounded as Heather.

ANYWAY, go play D3 demo peeps. The way dynamic lights/shadows done is very cool.
 
Gubbi said:
Well, unless monsters are semi transparent they should be black shouldn't they?
Outside putting your monster into black void, I can't really think of ways to get black shadows :p

To the original post: I don't see why the statement is provocative. It's simply a statement of fact. The PS2 doesn't have the capabilities to run D3 satisfactory
Actually it offers an explanation of the said 'fact' which is where it could steem controversy from.
On the other hand, the first half of this topic, posters from all sides latched onto the fact part and ignored the said explanation, so it would seem there's enough controversy to pass around. :p

Chap said:
ANYWAY, IIRC, SH3 shadows look blocky
You remember them reversed. D3 shadows are blocky (low poly), SH3 are not.

I need more ingame proof that PS2 is hot with shadows. It has always been PS2 technically yeyeayeay
You might find that easier if you tried a few actual games instead of playing screenshots. ;)


Anyway, to add some crap of my own to the topic. I wouldn't argue light pixel operations being prohibitively expensive on PS2 and geometry being for GC, but I don't really see the reverse being true for either.
 
Bollocks. D3 has less aliasing than most other titles @ 640x480, simply because scenes has lower polygon count and hence less edge aliasing. pixels internal to tris are filtered.

actually ,normal mapping ("fake" geometry ) provides the very high contrast i'm talking about ,causing artifacting.

and the blending mode for D3 shadows is "replace with that black-edgy-poly" period.Ambiant lighting is not practicle because it would not blend with black shadows.

THere's also no "global illumination" in D3 .Just all lights are dynamics and are shadow volume based.
 
no doubt, that the shadow effects in SH3 look very nice. but there are a few differences: only one light will cast a shadow
There's a difference between engine and the game built on it though.
Tradeoffs - to date the media shown for D3 mostly shown one shadowcasting light as well. Moreover I am pretty damn sure they mix in other shadowing techniques occasionaly as well (you can see some screens showing a few things that look nothing at all like volumes they use for the rest of the scene).
 
I don't know why you guys ar eusing SH3 as an example, considerig it has such a short draw distance it can't be compared toa first person shooter. If the PS2 is really capable of handling the lights, and showdows of doom 3 ina first person shooter, then why haven't we seen or why is there a first person shooter in development, or any game for that matter that using light/shadows in a way similar to doom 3?

I kept telling you guys before, that gamecube isn't quite a powerfull as xbox with it's fixed T&L. Doom 3 actually pushes some high amounts of geometry, although we haven't seen the game running at it's highest detail level.
 
Does the draw distance really matter?
Doesn't it all come down to how much polygons and detail is displayed on screen?
I don't know, I'm asking.
Aren't the processing power requirements for long draw distance basically the same as for a scene with lower draw distance but more polygon detail?
For example, there was long dd in an Amiga game 'Sentinel' but the polycount and fps were low.
 
ANYWAY, go play D3 demo peeps. The way dynamic lights/shadows done is very cool.

IF they are stencils then they are algorithmically very similar in implementation*full stop*.




You remember them reversed. D3 shadows are blocky (low poly), SH3 are not.

SH3's shadow 'are' blocky and exhibit the stairstep type of aliasing. RE:remake had simliar issues, althoug for them I'd assume it was a low res shadowmap?


If the PS2 is really capable of handling the lights, and showdows of doom 3 ina first person shooter, then why haven't we seen or why is there a first person shooter in development, or any game for that matter that using light/shadows in a way similar to doom 3?

dunno, ask the devs if you like.

*if DOT3 BM was so simple in powerVR on the dreamcast why the not prolifaration in it's titles?*

it is commonly accepted that the DC died before the above came into being, the PS2 has been around longer where are the stencil derived GFX?


I kept telling you guys before, that gamecube isn't quite a powerfull as xbox with it's fixed T&L. Doom 3 actually pushes some high amounts of geometry, although we haven't seen the game running at it's highest detail level.

it's not, what I'd like is to get a feel as to 'why' this is the case. what's the performence killer in GC's case? the 'geforce2 can run doom3, GC can't ergo GC is subpar' isn;t really informative is it?
 
Fafalada said:
Gubbi said:
Well, unless monsters are semi transparent they should be black shouldn't they?
Outside putting your monster into black void, I can't really think of ways to get black shadows :p

Well. Black, as in not adding any light to the pixels that are in the shadow. This doesn't mean that the pixels in a shadow will end up black, ambient light and other light sources can add to the luminance of the pixels.

On capabilities: Funny how Hollenshead jumps on the vertex power of the PS2. What the PS2 lack in order to do D3 is bumpmapping and cube environment mapping.

Cheers
Gubbi
 
Shadowing in Silent Hill is not far from what DOOM III does: I am sure that achieving these soft shadows does burn some cycles and harder shadows would help.

Well, unless monsters are semi transparent they should be black shouldn't they ?

Ever heard of sub-surface scattering ( of course you have Gubbi ) ? That is because skin IS indeed not 100% opaque and I suspect monters' skin might follow the same concept.

The main point is that, thanks to light being both absorbed from surfaces and reflected, the chance of shadows as black as the ones in DOOM III is not exactly high in real-life.

Silent Hill 3 seems to use more than the single light-source ( flash-light ) and that is used, IMHO, to convey the effect of the light coming from the flash-light bouncing off the objects and illuminating other parts of the scene not directly hit from the flashlight.
 
Silent Hill 3 seems to use more than the single light-source ( flash-light ) and that is used, IMHO, to convey the effect of the light coming from the flash-light bouncing off the objects and illuminating other parts of the scene not directly hit from the flashlight.

I've have not noticed this myself, any scenes which this is prevalent? I'd like to go and see how subtle it is.
 
I got into this discussion because I object to the notion that the dark/black shadows of D3 is a consequence of the technology used.

It isn't. As stated earlier: nothing prevents id from adding high degree of ambient light to a scene.

The shadows look the way they do because id want it that way and use shadows to develop a certain style of gameplay, think film noir or horror movies.

Imagine playing as the Marine in Alien vs. Predator with a D3 engine.

Cheers
Gubbi
 
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