What's the current state of the art for paper holding? I expect QB would do well in this area.So now instead of "best water" threads, can we have "best paper holding" threads?
What's the current state of the art for paper holding? I expect QB would do well in this area.So now instead of "best water" threads, can we have "best paper holding" threads?
'Available light' photography has technical limits as well as artistic. In the realtime space, invisible light bouncers and sources would be possible to achieve Hollywood lighting, I guess. But importantly, whatever light system Hollywood is using, it's the same core rendering engine in effect every single time, with the same occlusion and shadowing responses regardless of surface. That why Hollywood always looks good, until they composite confictingly lit elements such as a bad blue-screening where the scenery lighting doesn't match the character lighting. And then it's pretty jarring. We all know the 'uncanny valley' of the photoshopped photo and something eerie about the guy who doesn't look right, but we're not sure why (his shadow's in a different direction on closer inspection).Although there are movies that are shot with natural lighting, one example being The Revenant.
People should'nt be seeing the term hack as a negative. If I'm implying it's a negative, I apologise. The only thing that matters is what's on screen. If it takes an amazing engine, or a trillion man hours of hacking every single frame, doesn't matter. The only reason 'hacks' (custom spot solutions if you prefer) are an issue is because they don't provide a common quality standard where a complete lighting model does.It's just funny to see certain techniques being called hacks. There's certainly a lot to be improved in games, but still...
People should'nt be seeing the term hack as a negative. If I'm implying it's a negative, I apologise. The only thing that matters is what's on screen. If it takes an amazing engine, or a trillion man hours of hacking every single frame, doesn't matter. The only reason 'hacks' (custom spot solutions if you prefer) are an issue is because they don't provide a common quality standard where a complete lighting model does.
I wouldn't say they fact everyone does this means they're not 'hacks'. Maybe there's a more PR friendly term, but per-event solutions are typically refered to as hacks in the sodtware development space. If I create a software system for solving a problem, and then I find some outlier cases which my system can't solve and I chuck in some specific code to solve thost cases, I'd certainly call those hacks.
I am talking about this model:I don't get this part, what downgrade are you talking about?
It looks ridiculously amazing, but imo not as good as this. I mean, just ignore that it was even running at 60fps. The final game at 30fps does not compare to this.In regards to the "downgraded" model from E3 2014, i don't see it (other than tessellation maybe)
U4's SSAO is one of the simplest and cheapest this gen, but at least its very discreet, maybe even completely turned off in some scenes (that infamous paper holding scene) and it's contribution is mostly a very small crease shadow on mostly already dark parts of objects. Most of the AO you see in there is actually just from their static lightmaps baked offline. They are aparently using the same solution from last of us, with two color terms, one for general ambient and one for dominant indirect light. Characters and other dynamics can shadow those lightmaps through spherical proxies, much like UE4 now started supporting.I have to raise the question again, regarding AO, i'm certain it's not a -common- screen space solution but i think it could be some sort of volume AO (whether it is voxel ao, not sure). Was looking at this gif from cryteks own SVOTI (voxel based gi/ao)
And then look at these images
I usually notice good AO implementations (playing on PC has me spoiled on that with the various nvidia techniques), this is HBAO+ Ultra on AC syndicate (look at the trees): https://farm1.staticflickr.com/730/22732666677_279b6d3005_o.jpg and grass here: https://farm6.staticflickr.com/5743/22517935623_90a6856979_o.jpg
Now, i'm not comparing these two games on visual quality, just the AO. Curious to see what they were using for U4 as i think it looks fantastic in most cases, anybody know what they were using for TLOU last gen? Might be looking too much into this (and it could be a 'hack'). Point is, i really like the AO in Uncharted 4
maybe even completely turned off in some scenes