So I expect heavy, heavy CPU utilization not just from the destruction and physics, but the lighting... Would be interesting to see what differences result when you consider that the PS3 has the 6 SPEs versus three hyperthreaded Xenon Cores for number crunching.Current consolecycle -constrained by hardware
The main feedback we got from pre-release versions of Enlighten running on GPU was that GPU wasn’t a viable resource to use. It’s already over-utilised on the consoles, isn’t actually that powerful. In addition, the DX9-class hardware the consoles uses constrains our algorithmic options. Memory also very limited. So multi-core is clearly the best target for us.Another point to note is the huge range of abilities between the 3 targets –so scalability of our solution is vital (both up and down).
Enlighten is a baked solution from Geomerics. There's some more info about its relevance to current gen in the Siggraph link on the previous page. There should be a thread somewhere about Enlighten as well. UE3 is now using Epic's internally developed Lightmass solution, which is a baked solution as well.
From what I have understood it requires some pre-processing for the scene, but after that you can move lights around freely.But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).
What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?
I think Crytek also mentioned it in their presentation, but said they decided against it because it didn't work for dynamic scenes (or something along those lines).From what I have understood it requires some pre-processing for the scene, but after that you can move lights around freely.
Here's a presentation on Enlighment from Dice.
Video from the presentation.
http://www.youtube.com/watch?v=O8730SR1POk
Some random Enlighten videos.
http://www.youtube.com/watch?v=eFHxluXS3KM
http://www.youtube.com/watch?v=nLZU-JC6Hqc&feature=related
From what I have understood it requires some pre-processing for the scene, but after that you can move lights around freely.
Here's a presentation on Enlighment from Dice.
Video from the presentation.
http://www.youtube.com/watch?v=O8730SR1POk
Some random Enlighten videos.
http://www.youtube.com/watch?v=eFHxluXS3KM
http://www.youtube.com/watch?v=nLZU-JC6Hqc&feature=related
I wonder if they will have dynamic day/night cycle in the game..
I think Crytek also mentioned it in their presentation, but said they decided against it because it didn't work for dynamic scenes (or something along those lines).
But any reason the Geomerics website says it's real time?
Yea, I downloaded those two, will read them when I'm less tired .
But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).
What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?
Yea, I downloaded those two, will read them when I'm less tired .
But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).
What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?
Geomerics still uses precomputed "light maps", however instead of baking in the actual diffuse lighting emitted from a surface (which is what you normally store in a light map) they store visibility data (I believe they use wavelets for this) that is used to accelerate their radiosity calculations performed at runtime. So the light sources themselves can be dynamic, but the geometry is still assumed to be static. Obviously the frostbite guys have found ways to work around that limitation enough to make their destructible geometry work.
Crytek's solution is completely realtime and doesn't require a precomputation step, which obviously brings with it some limitations.
I don't know why Crysis 2 has so much pop up but it certainly isn't due to the GI:Ah, ok
So basically it has better trade offs than Crytek's system which is to taxing on the consoles and has significant drawbacks to IQ and pop in etc.
I'm quite sure that he meant popin in actual GI, which is visible on Cryteks own videos, due to moving sources of secondary light. (1:07 and 3:50 onward.)I don't know why Crysis 2 has so much pop up but it certainly isn't due to the GI:
I'm quite sure that he meant popin in actual GI, which is visible on Cryteks own videos, due to moving sources of secondary light. (1:07 and 3:50 onward.)
http://www.youtube.com/watch?v=OdtWRVHt00k
I had a read of their GDC presentation and watched the videos, very smart - makes Crytechs GI solution seem overengineered when you can get the same (or possibly better, since C2s GI only works on sunlight) lighting quality while using what must be far less resources.
And I was mistaken, Lightmass isn't really Epics version of the tech - it seems to be a sort of improved baked GI tech, not realtime and dynamic like Enlighten or C2s tech.