Maybe they can now add Dynamic Radiosity with the freed up SPUs.
Yeah I know I'm dreaming..
did they ever say they are not using it? No body knew GOW3 was using the same radiosity lighting as BF3 until DICE mentioned it.
Is this the one you're talking about? http://bf3blog.com/tag/engine/did they ever say they are not using it? No body knew GOW3 was using the same radiosity lighting as BF3 until DICE mentioned it.
Realtime radiosity (a dynamic light source with HDR), powered by the Enlighten middleware engine, previously used in God of War 3 for the PS3
Is this the one you're talking about? http://bf3blog.com/tag/engine/
Never saw any radiosity in GoW3. Not to mention Enlighten's radiosity uses static geometry for the lighting calculations, wouldn't work on completely dynamic environments like those in GoW.
But then again I could be wrong.
I think they must have used baked radiosity like Mirrors edge, they too used Enlighten middle ware to calculate and bake GI.
CCP, creator of EVE Online, today announced an agreement with Epic Games China to license Unreal Engine 3 for use in the development of DUST 514. The genre-defining, console MMO First-Person Shooter is set within the same universe as EVE Online, the award-winning science-fiction MMO for the PC platform.
CCP also announced it has entered a joint development agreement with Geomerics to integrate Geomerics' Enlighten real-time radiosity lighting product with Unreal technology. Currently in development at CCP's Shanghai studio, DUST 514 is the first scheduled console game to combine the use of Enlighten with Unreal Engine 3 to produce fully dynamic lighting for console platforms.
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It has.
While we are at it, what technique(s) did ND use to render the "flooding light" in the boat level corridors ?
How is it different from non-volumetric lighting ? ^_^