i nerini del buio
Newcomer
yup, playing the x360 version right now and see no GI
I get it's on in the ps3 version though?
I get it's on in the ps3 version though?
Is there any video showing the dynamic aspects of MLB's GI?
LBP2 has GI as well.
one of the developers explains it here in a blog with various screens.....this was for MLB 09.
http://blog.us.playstation.com/2009/02/19/mlb-09-the-show-–-lighting-explained/
2011 looks even more amazing, lighting wise...I hope DF does a feature/interview on it sometime.
You can't say it's not truly a dynamic GI solution in MLB '09: The Show and later versions. We do know there are dynamic day transitions with the GI. Either way, there is GI in MLB '09: The Show and later versions.Yeah I've seen that image, but I'd like to see it in action. The way the image explains it, there's no hint of dynamic objects affecting the lighting at all, so it's not truly a dynamic GI solution.
There is no consensus on anything. Some people are saying it's totally absent, others are saying it's there for just the sun, and other are saying that it's there for some objects, not all of them.So...the consensus is no realtime GI for Crysis 2 on consoles?
Should someone message/tweet Grandmaster and tell him.
I did. Since only static surfaces seem to be taken into account for the GI (at least, according to the article posted) there might be a precomputed step, similar to Enlighten's.Are you sure you read the entire post? Your response suggests you haven't.
There is no consensus on anything. Some people are saying it's totally absent, others are saying it's there for just the sun, and other are saying that it's there for some objects, not all of them.
Since you are asserting that the lighting is partially precomputed, the burden of proof is actually on you in this case.How do we do all this? Well, I can’t give away our secrets, but I can give you an overview of our lighting model. There are several steps we take to make each image, and we make 60 of these images every second.
Starting with the stadium:
We begin by tracing direct sunlight into the scene, with detailed shadows.
We render a sky (without a sun), then use this sky to add the indirect sky light to the scene.
We then trace the sunlight’s path as it bounces off the ground and stadium. When sunlight hits a surface, it takes on that surface color, bounces off, and lights objects around it. We add that indirect light into the scene.
We do the same with the crowd (up to 50,000 people lit in place!)
All of these steps are done in HDR (high dynamic range), and tone mapped into our final frame.
The players are handled in a similar way. They are lit by the sun, the sky, the stadium, and the ground around them. They also sample the environment to get reflections and gloss energy. The goal is to always make the player feel like he belongs to the world around him.
The article is clear, they take no lighting information from any dynamic objects in the world, only static. Just like Geomeric's Enlighten and Lionhead's recently shown GI solution, both use precomputation.....
Like I said in my last post, I don't accept the premise that a game has precomputed radiosity by virtue of the fact that the environment is static. I think you're making the leap at this point without explaining how static geometry entails precomputed GI. It may be true that if you use a precomputed solution you cannot have dynamic geometry but the reverse is a completely different proposition.The article is clear, they take no lighting information from any dynamic objects in the world, only static. Just like Geomeric's Enlighten and Lionhead's recently shown GI solution, both use precomputation.
You made the leap by assuming that since there are some aspects of realtime GI it automatically is fully dynamic.
The article indicates that the indirect illumination is done in real time.
So, how much effort would it take to do this for the gradual change in lighting over the course of the day (daylight transitions until night)? After all, Crysis 2 on consoles doesn't do this (dynamic GI or not).It never indicates anything of the sort. It just gives a very basic overview of how their GI works, without ever saying when the steps occur. Considering the performance implications and novelty of real-time GI algorithms (plus the fact that the game has to run at 60fps), I think it would a mistake to assume that they're not doing all or most of it at tool time just like any other recent game.
Looking at the pictures, it's very clear that the sky lighting is done with a per-vertex AO term and that the the dynamics (crowds, players) don't have the AO term nor does any indirect light reflect off of them. So at best they could be using something like enlighten or other point-based approaches where the indirect lighting is handled at runtime, but with pre-computed visibility. But without those developers actually saying that (or in-game evidence to support it), I would put my money on them just pre-baking the indirect lighting too and using standard irradiance volumes for the dynamics.
We do know it uses reflective shadow mapping which injects light contribution into a light propagation volume.I did, and as I said, useless statements are useless Saying some game has GI is useless without clarifying what type of technique they're using.
If you comprehended my earlier post, quote the part where I said it was "fully dynamic". Then, couple that with the last sentence (particularly, the first two words) of that very same post.Saying some game has GI is useless without clarifying what type of technique they're using.
It never indicates anything of the sort. It just gives a very basic overview of how their GI works, without ever saying when the steps occur. Considering the performance implications and novelty of real-time GI algorithms (plus the fact that the game has to run at 60fps), I think it would a mistake to assume that they're not doing all or most of it at tool time just like any other recent game.
Looking at the pictures, it's very clear that the sky lighting is done with a per-vertex AO term and that the the dynamics (crowds, players) don't have the AO term nor does any indirect light reflect off of them. So at best they could be using something like enlighten or other point-based approaches where the indirect lighting is handled at runtime, but with pre-computed visibility. But without those developers actually saying that (or in-game evidence to support it), I would put my money on them just pre-baking the indirect lighting too and using standard irradiance volumes for the dynamics.