I don't remember hearing any of those in the podcast (just shadows), and it's doubtful they will have them either.
Maybe some other "fake" HDR, but not selfshadowing
It`s in there @ 18:25
I don't remember hearing any of those in the podcast (just shadows), and it's doubtful they will have them either.
Maybe some other "fake" HDR, but not selfshadowing
I don't remember hearing any of those in the podcast (just shadows), and it's doubtful they will have them either.
Maybe some other "fake" HDR, but not selfshadowing
I don't remember hearing any of those in the podcast (just shadows), and it's doubtful they will have them either.
Maybe some other "fake" HDR, but not selfshadowing
I don't think I said anything like that.Huh? Why shouldn't the game have selfshadowing?
I don't think so.GTA4 has selfshadowing on every person in the game.
Self shadowing means that a model receives the shadow it casts, like shadow of arm, ear, hair, etcetera.So has most good graphical games... Resistance will have selfshadowing, as any other game with self respect these days...
It`s in there @ 18:25
18:25-18:36 "new lighting and shadowing, like self-shadowing, what else does it do? light scattering and all sorts of things that makes it look better"
ok i dont know if it's HDR but self-shadowing is definetly there.
Self-Shadows are not some super secret technique, in many cases it's actually easier to have self-shadowing geometry than to not have it.
I don't think I said anything like that.
But looking at your example, one can argue self shadowing is overrated since people mistake it with some other cheaper tricks.
Isn't it meant to be dynamic...and real-time? Rather than "canned"?Looking at your posts, it seems you dont know what self shadowing is.
Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as characters and interactive objects (buckets, chairs, etc), to cast shadows on themselves and each other.
There is no "right" way to do selfshadowing, you can do it however you want. If its cheap trickery or by GI doesn't matter, its still self-shadowing as long as characters cast shadows on themselves and on each other. And most games these days have this, in some way or another..
Isn't it meant to be dynamic...and real-time? Rather than "canned"?
Yes it does. But if i remember correctly UE III did not support tiling (or because of their shadow system, it led to huge penalties in combination of MSAA).Does UE III support AA at all?
static objects can have self shadowing too...
Yes it does. But if i remember correctly UE III did not support tiling (or because of their shadow system, it led to huge penalties in combination of MSAA).
The only reasonable excuses I've heard for lack of AA other than not enough time is the one Epic uses to justify it in the Unreal3 engine games. Basically their shadowing algorythm projects screen space pixels back into light space so they would have to do 2x or 4x the work for shadowing if AA was enabled, but that's true reguardless of the AA implementation.
There are many ways to do it...
But the traditional method is to resubmit the recieving polygons, and use the shadow map to determine if they are in shadow.
What unreal does is reverse transform the pixels in the frame buffer which has the advantage that it's cost is unrelated to the complexity of the recieving geometry, with the obvious disadvantage that if you have more samples effected cost goes up linearly with that. You also don't have to worry about which bits of geometry receive shadows in this model.
Whether it's a performance win depends on the likely complexity of the shadow recievers, and how effectively you can cull pixels and triangles in the first case.
It's an interesting approach, what I've seen of GOW, I'm a bit surprised Epic thinks it's a win performance wise, but without trying both methods it's a difficult call.
It's been covered before, do a search, basically they reverse project screen space pixels into shadow space. So the cost of the shadows is proportional to the number of pixels prior to the downsample. So 2xMSAA doubles the cost of shadow rendering.
It strikes me there are several ways they could try and address this, but I have to assume that they tried them.
But UE3 doesn;t specifically limit you to any particular shadow approach, the app could easilly provide a different solution.
Um, isn't it rather obvious that for non-static objects to cast shadows in a game, on eachother and on the environment it needs to be renedered in realtime? You need to recalculate shadows every time the non-static object moves....
Ratchet and Clank doesn't have it, nor do Source engine games. Those aren't piss-poor games.Selfshadowing to one degree or another is present in all games i own on the X360 and PS3. It may vary from all characters casting shadows to just a few, but i cannot remember a game without any selfshadowing this generation.
Listen to me, even Xbox 1 shooters had self-shadowing. No, not static shadows coming off characters, SELF SHADOWING. Self shadowing is NO secret.
Hope these help:
1) those are stencil shadows (which is a technique no one almost uses anymore), not shadow maps
2) they should have worried more about indirect lighting IMHO..those black shadows are fugly.