RenegadeRocks
Legend
You need to add a big "THIS IS FOR THE BETA" disclaimer on your posts just so that people don't start taking it as fact for the final released game, as the two may be very different.
Sorry about that. i was just excited about finally getting to see the tech I have been wondering about ! Anyways, i will get the game tomorrow, and keep this beta installed too, if it causes no conflict that is(Which i doubt) !
These are observations from the leaked beta !!!!!
The GI, it behaves a little differently than i thought. The Maxdistance value changes the distance from the player uptill which GI is calculated and displayed. But , somehow, it also changes the end result. it is understandable as it must be taking more objects into account when a bigger value for distance is specified, as a bigger distance from the player also means more objects get included in the calculation of GI. So what is happening is that if I specify a small value for e_GIMaxdistance, I get the colour bleed of red/yellow objects on the walls if I take them close to walls. But as soon as I increase the Maxdistance to see GI farther ahead, that colour bleed vanishes !!! I am guessing as more objects get included in the calculation, a lot more bounced light reaches the wall, each being differently coloured, and hence, in the aend, we end up with just a white light on the wall(or any surface).
Hmmm.......there must be a value where we can specify a radius for the GI calculation, so that objects outside that radius do not contribute to the solution at that vertex. That way, If I increase the maxdistance , so that I can see GI as far as I can see, I acould still kepp the individual GI calcualtions limited to small "spheres" and preserve the colour info I was getting.
Oh, BTW, it seems like a vertex based calculation as you can see GI appearing in steps as you walk if u keep the maxdistance value at around 10 to 15.