SteveHill said:
I don't think you can do Doom3 down for not handling area lights correctly -- that's a technological limitation. You can think of the soft projected shadow examples as first-order approximations of area lighting with a close-to-light occluder.
True ofcourse, but it doesn't really jive with the whole 'unified' idea that you can create non-pointlight lightsources, but these only affect certain parts of the rendering system, other parts still pretend it's a pointlight.
I can understand why Doom3 adds these hacks ofcourse, it makes the game look better. But selling the whole thing off as 'unified', or 'no precalc required', or 'no more hacks', or whatever else I've heard so far... no, I do not agree at all.
I understand your point, but this is still artist controlled. Perhaps the difference here is that I'm looking at things from a development point of view, not a theoretical one.
Well ofcourse, as said above, it all makes sense for a developer. The hacks make the game look better and/or faster, and that's what we all want. But I've heard people say a lot of things that Doom3 simply is not.
Ofcourse you COULD do everything truly unified with an engine like Doom3's. You could actually model the torch like a pointlight with a reflector behind it. You could ditch all the opacity maps and use real geometry, so everything would cast stencil shadows. You could create a large array of pointlights to approximate area lights quite accurately, etc etc...
But none of this will work in realtime. So we use hacks. Which makes Doom3 no better than any game before it, and most probably any game since Doom3 for a long time to come.
Seeing as there is a flag to control whether a light casts hard shadows, I expect it's turned off for these lights in question.
Yes, that's another not-so-unified thing. If it is truly unified, then every light and object would be treated the same. So either everything casts a shadow, or nothing does. Either everything requires precalc, or nothing does.
Well, from a pipeline and/or rendering perspective, lightmaps in conjunction with other lighting systems is not a unified approach. One can be purist (pedantic?) with the interpretation of "unified" and demand a single shadow system but, as I have put forth, there are different areas to which this term can be applied and justified.
Well, as I tried to say before... The shading part is unified, since there is only one light/surface interaction shader used for everything. But there is more to Doom3's lighting/shadowing system than just that interaction shader, and that's where you won't find a lot of unification.
So yes, if we're purist, Doom3 does not have a unified lighting model.
And yes, as developers we all know why this is, and why hacks have been applied since day 1 in graphics. The ancient Chinese art of Chi-Ting.
So I find it rather odd that people go around saying that Doom3's engine is the best thing since sliced bread.