Soft shadows demo

The shadow looks awesome, had it been calculated in real time, you were better coder than Tim Sweeney and John Carmack, Humus. :D

I don't really know what causes it, but if you look at the wall on the right side of the light carefully, looks like it's moving as the light moves, really weird. Ghost wall? ;)
 
yep, it's bumpmapping, I mean the appearence of the wall isn't the normal "bumpmapping look". Errr, maybe sth wrong with my eyes today... :?
 
Thanks for the answers Humus. I like shiny too, but in demos more than games. I think FarCry was the final straw that broke the camel's back for me, the people didn't just look plastic they looked like high-gloss plastic that had been buffed for a few days!

I was beginning to worry that it was necessary to pull off bump-mapping, thanks for clueing me in as to otherwise. :)

As for the 'wasd' keys, "DOH!" :oops:
 
Reverend said:
digitalwanderer said:
I like shiny too, but in demos more than games.
That's why game developers are smart -- they tend to not go overboard with per-pixel lighting.
I dunno Rev, most of the games I see it in are shiny as hell. The most prevalent example is still FarCry with it's shiny-glossed rusty pipes and it's waxed people, but there are others too.

I still see shiny things, can you give an example of a smart developer who hasn't went overboard on the high-gloss? :|
 
gloss can be an incredibly convincing effect, especially if it has its own map, developers are still getting used to a more complex, shader intense art path I think, unfortunately it takes time for progression to new technologies (in fact a heck of a lot of time considering how old these 'new' technologies are :D )

this is a cool demo although since it's precalculated it's a limited use sort of thing, but I can think of a few good ones
 
Good looking demo. I love soft shadows as opposed to hard, evil, nasty shadows.
 
Humus - another rockin demo. Kudos. :D

I did have a question though. I couldn't get antialiasing to work with this demo. I tried both the control panel in 4.7 and Radlinker. Is this demo Direct3D or OpenGL? I may have only modified settings for Direct3D. :oops: Anyway, keep up the masterful work...

[EDIT] I could have sworn I changed AA settings for both D3D and OGL, but short term memory fades in my (30 year) old age. ;)

[EDIT # 2] Wow, I really am a noob. I somehow didn't set the OpenGL settings. :oops: By the way, this demo does look really nice with AA/AF on. It still runs very well. :)
 
Humus said:
Cryect said:
Only issue I have with the demo is for the size of the light those shadows are a little too soft for objects pretty close to it.

I would say they are pretty much exactly as soft as they should be. I sample 400 light positions within a light sphere that's the exact same size as the light I draw.

Hehe then I guess I've gotten used to shadows that aren't that soft I guess :p
 
MatiasZ said:
would someone lent me a card newer than mine :D ? i wanna see the demos and my GF3 is running old... really old :(

Well, this technique is possible on a GF3 too. Won't get the shininess maybe, but at least interpolating between two lightmaps and modulating with the base texture should be possible even with fixed function. I actually planned to do that first as a fallback for older hardware, but it wasn't such a quick fix i first thought it would be, so I scrapped the idea.
 
It must have been a fluke. For some reason it happened only the first time I ran it. Now the framerate is fluctuating like it should. 37fps is 75Hz divided by two (roughly), but I see no real reason why that would happen when v-sync is enabled. If the framerate is below the refresh it should still fluctuate.

Anyway, great demo Humus (as usual). Keep 'em coming :)
 
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