Yes, Starbreeze Studios is working on the PC version, that's confirmed.overclocked said:Is there a PC-version coming soon of this game if you happan to know?
The worse is that they actually have specular maps... The engine is just dealing with them strangely.HolySmoke said:They both do. It's just veeerrrrry subtle (especially DXIW), and without specular maps, even more so.
Good point. I guess unified is the proper term.MfA said:Luminescent said:According to Carmack and most experts here, Doom 3 was the first widespread engine to provide support for a hardware accelerated globalized lighting model
I wouldnt call that a globalized lighting model, it is a unified lighting model.
As for UE-3 it seems it is just the good old mix of offline radiosity and online local lighting models (soft shadows not withstanding). Or in other words the return to a non unified lighting model.
In the flashlight thread it was mentioned that stencil shadows were intentionally omitted for objects such as grates, composed of very simple quads, because shadow detail did not correspond well to normal map detail. Is this the case you are referring to?Scali said:And as mentioned before, there are objects that don't shadow at all.
Luminescent said:In the flashlight thread it was mentioned that stencil shadows were intentionally omitted for objects such as grates, composed of very simple quads, because shadow detail did not correspond well to normal map detail. Is this the case you are referring to?
Welcome to the world of 3D graphics, home of cheats and special cases. 8)Scali said:Special cases were introduced.
Chalnoth said:Thief 3 has the shadowing, but I don't think it has the bump mapping. The demo I downloaded had a completely different look and feel, to me. Haven't yet played Deus Ex 2.
anaqer said:Welcome to the world of 3D graphics, home of cheats and special cases. 8)Scali said:Special cases were introduced.
The lighting model is still unified in the sense that there is just one lighting model for everything. Some things just don't use it. For example if you have one way of doing shadows and some objects have them and some don't doesn't mean that you suddenly have two types of shadows, they are just on or off. Not everything is treated the same but that doesn't mean you can't call it a unified lighting model.The grates are one case. Characters without self-shadowing are another. In this case they were not removed because the shadows would be terribly wrong, but rather because they would not make the game look better (sometimes even worse), so for performance-reasons it's best to disable them. And that is what breaks the unified system. Special cases were introduced.
The lighting model is still unified in the sense that there is just one lighting model for everything. Some things just don't use it. For example if you have one way of doing shadows and some objects have them and some don't doesn't mean that you suddenly have two types of shadows, they are just on or off. Not everything is treated the same but that doesn't mean you can't call it a unified lighting model.
davepermen said:nope, the lightmap is just another property of each and every light (required to have something else than pointlights, a.k.a. spotlights). it's like the diffuse colour on a material, the projected lightmaps are a direction dependent colour map bindable onto a light. it can fake coloured lights from glass, or shadows from some grids, or what ever.. or disco-lights, beacons, etc.. it's all the same.
Diplo said:I think you can sum this up by saying the Doom 3 engine is capable of presenting a unified lighting model but the Doom 3 game does not do so.
davepermen said:nope, scali, they are not. you're spitting out nonsence.
True if you are being literal, but in the context of this discussion we were defining "unified" in the manner which Carmack meant it, not some general sense.Scali said:Which is a useless statement. Every engine is capable of a unified lighting model, as said before.
Diplo said:True if you are being literal, but in the context of this discussion we were defining "unified" in the manner which Carmack meant it, not some general sense.
Scali said:For your information, as said before, the grates cannot cast shadows with the 'unified' stencilshadow method, they NEED the projected lightmaps.
Scali said:So who is spitting out nonsense? I know, the rude and arrogant guy who can't even spell 'nonsense'!
No, not really. Most engines have a fundamentally different lighting model for world geometry than for moving objects. This is the key difference with Doom 3. There is no difference between world geometry and moving objects. This allows for much greater potential in animation of the world, as as far as the rendering is concerned, there will be little to no performance hit (or visual difference) from animating objects that usually aren't animated in the game.Scali said:Which is a useless statement. Every engine is capable of a unified lighting model, as said before. Even vertex light + lightmaps on everything is a unified model. You can always find a subset of features and techniques that work in all cases. Which would be 'unified'.