This thread inspired by the lighting in DokeV:
Some of the nice environment-sphere lighting is a known quantity, but the lighting detail in the characters can get very realistic with self shadowing (and what's typically termed AO) and there's some strong GI secondary lighting in effect. I was assuming Unreal Engine, but the YT video states "Pearl Abyss’ proprietary next-generation engine." Big, open world game too. Sadly compression makes it hard to stop and examine in detail.
What exactly is state of the art lighting these days? Is RTRT having much impact, and if so, how is it being used? Or have the hacks just been refined? If storage size isn't an issue, streamed light-probes could get pretty detailed.
Particularly interested in examples with links to techniques, which sadly is missing for the moment for DokeV.
Some of the nice environment-sphere lighting is a known quantity, but the lighting detail in the characters can get very realistic with self shadowing (and what's typically termed AO) and there's some strong GI secondary lighting in effect. I was assuming Unreal Engine, but the YT video states "Pearl Abyss’ proprietary next-generation engine." Big, open world game too. Sadly compression makes it hard to stop and examine in detail.
What exactly is state of the art lighting these days? Is RTRT having much impact, and if so, how is it being used? Or have the hacks just been refined? If storage size isn't an issue, streamed light-probes could get pretty detailed.
Particularly interested in examples with links to techniques, which sadly is missing for the moment for DokeV.