this is one of the first things i noticed about the flashlight in DooM3, actualy. at first i thought it wasn't doing true projected shadows at all, but after a bit of playing i found certain situations that it appears to prperly project shadows onto objects. i think what is happening is that the range of a projected shadow from the flashlight is being artificially limited to a certain distance, making the shadow "float" in the air if there is nothing to project onto.
i'm quite upset that the "unified lighting" that was so pimped and hyped in the course of DooM3's development has been basicly gimpified and watered down to the point that i feel it is almost redundant in many situations. by that i mean, lighting models from other, competing technologies (farcry, painkiller) have nearly the same effect about 80% of the time at twice the performance.
and it's sad when the lighting in a budget title looks more realistic than id software's premier engine (and the textures are high res too).
i'm quite upset that the "unified lighting" that was so pimped and hyped in the course of DooM3's development has been basicly gimpified and watered down to the point that i feel it is almost redundant in many situations. by that i mean, lighting models from other, competing technologies (farcry, painkiller) have nearly the same effect about 80% of the time at twice the performance.
and it's sad when the lighting in a budget title looks more realistic than id software's premier engine (and the textures are high res too).