And just to give that some perspective, Prototype had around 30 systems / 500 particles.Obviously they were hand placed there was no GI in KZ2. But they still produced shadows and interacted with the particles in the air.
http://sijm.ca/2009/wp-content/uploads/2009/12/michiel-van-der-leeuw.pdf
I believe you are wrong about the volumetric shadows.Volumetric lightinhg/shadowing in KZ2 was non-existant. Those shafts in the warehouse were hand placed not unlike this:
http://ui20.gamespot.com/787/temploftime2_2.jpg
+1. It's the same 1 or 2 people nitpicking KZ3 to death. Most people think it's technically impressive and/or it just looks impressive, and that's all that matters.
This C2 vs KZ3 is getting really annoying.
I mostly agree. However, I've never liked Killzone's art direction and its visual clutter. Still fail to see what's so exciting about these gritty, monotone environments. I never got into Gears of War for the exact same reason.
Volumetric lightinhg/shadowing in KZ2 was non-existant. Those shafts in the warehouse were hand placed not unlike this:
http://ui20.gamespot.com/787/temploftime2_2.jpg
I must say some of those screenshots dont look so impressive.
Volumetric lighting/shadowing is independent from GI. Also, no realtime volumetric shadows in KZ2/3. Nothing like this:Obviously they were hand placed there was no GI in KZ2. But they still produced shadows and interacted with the particles in the air.
http://sijm.ca/2009/wp-content/uploads/2009/12/michiel-van-der-leeuw.pdf
Evidence, pleaseI believe you are wrong about the volumetric shadows.
Volumetric lighting/shadowing is independent from GI. Also, no realtime volumetric shadows in KZ2/3. Nothing like this:
That's what Nebula and me like to call as interactive volumetric light , beside it doesn't really matters if they interact with your characters or not....they can be volumetric but still not interact according to the character's position as was the case with most of lights in Alan Wake, very few of them actually interacted and moved according to wake's position, that particular lightsource is one of the two which I can recall that can interact with wake, even his flashlight which is obviously casting a volumetric light doesn't interacts with other objects or characters (for example Barry), the street lamps in RDR is another example...there are other examples in other games but you get the point I guess.
I mostly agree. However, I've never liked Killzone's art direction and its visual clutter. Still fail to see what's so exciting about these gritty, monotone environments. I never got into Gears of War for the exact same reason.
On the other hand i completed the game yesterday
Volumetric lighting/shadowing is independent from GI. Also, no realtime volumetric shadows in KZ2/3. Nothing like this:
beside it doesn't really matters if they interact with your characters or not....they can be volumetric but still not interact according to the character's position as was the case with most of lights in Alan Wake, very few of them actually interacted and moved according to wake's position, that particular lightsource is one of the two which I can recall that can interact with wake, even his flashlight which is obviously casting a volumetric light doesn't interacts with other objects or characters (for example Barry), the street lamps in RDR is another example...there are other examples in other games but you get the point I guess.
Volumetric lighting/shadowing is independent from GI. Also, no realtime volumetric shadows in KZ2/3. Nothing like this:
Evidence, please
That's it, exactly! You just can't win with these sort of people. One game gets picked to death, yet another game gets more passes than the owner of Cirque Du Soleil. It's crazy!It's utterly tedious moaning. It's like 'that circle's just not square enough.', 'OK, lets make it into a square.', 'Yeah, but now it's just not round enough.'
This is getting muddled. Let me be clear again, those sunshafts in the warehouse in KZ2 are handplaced meshes with a special material, they have nothing to do with the actual lighting calculations. So, the shadows casted by the light coming from the windows is a different matter, one that I have no objections withYou don't need volumetric lighting/shadowing to cast dynamic shadow.
Yep, trade-offs are decided all the time in game development.
It's from gameplay actually. But if you're not convinced:That's a cutscene of Alan Wake just to be fair, the ingame lighting does not look anywhere near it and does NOT sport that interactive lighting. In fact the difference in lighting between the ingame and cutscene in alan wake is so jarring it really looks like two games.
That's a cutscene of Alan Wake just to be fair, the ingame lighting does not look anywhere near it and does NOT sport that interactive lighting. In fact the difference in lighting between the ingame and cutscene in alan wake is so jarring it really looks like two games.
Also am I the only one who finds the manually hand placed light shaft looks better? It's like artist can have more choices and exaggerate the lighting effect accordingly and not restricted by the algorithm, thus giving a better look at least when no objects clip it.
This is a technical forum though. Shouldn't we be allowed to discuss the tech behind these games objectively, without our biases getting in the way?And no amount of train spotters walking along, ticking little boxes in their little pads, will ruin that.
That's a cutscene of Alan Wake just to be fair, the ingame lighting does not look anywhere near it and does NOT sport that interactive lighting. In fact the difference in lighting between the ingame and cutscene in alan wake is so jarring it really looks like two games.
This is getting muddled. Let me be clear again, those sunshafts in the warehouse in KZ2 are handplaced meshes with a special material, they have nothing to do with the actual lighting calculations. So, the shadows casted by the light coming from the windows is a different matter, one that I have no objections with
Yep, trade-offs are decided all the time in game development.
It's from gameplay actually. But if you're not convinced:
Starting @7:15