@Shifty Geezer
Also i never said that you don't need good lighning. My argmuent is that people are to much fixed ond lighning and forget the geometry and if you have the choice you should always go geometry frist.
I have brought a lot of examples where you have Ray Tracing, Screen Space lightning or Lumen lighning and you see barly a difference. If you see the last years game Test, the most disapoitment was always ray tracing. Yea it looks a little bit nice but it was not a deal breaker for games like Cyberpunkt an other games.
Also your Cornell Box, it is a room which have one lightning source and simple geometry and of course you will see the difference between lighning because the room was designed to bring out the difference of the varius lighning technics. And even with Ray Tracing the Cornell Box is not looking realistic because real world opjects have small scetters, ruff surfaces, screctes and so on. I doubt that some normal user can see the difference between a good lightning and normal lighting. But the people will easyly see the difference between a medium and high poly.
The same is with Toy Story. Toy Story have Ray Traced Scences but it looks like in a movie, because the surface are to smoot too gald bo be realistic.
@OleghSh Why it is not possoible to compress also color data stored at vertex level? The information ant the repeating of the information is not chaning and it should the same compression rates possible for both?
@Andrew Lauritzen I agree for detailed user which we are it is obius. But if you show your picture to normal users. Who will see difference? What do you think will users attract more? The detailed statue in the left or that the shadows looks a little bit more realistic?
Also i never said that you don't need good lighning. My argmuent is that people are to much fixed ond lighning and forget the geometry and if you have the choice you should always go geometry frist.
I have brought a lot of examples where you have Ray Tracing, Screen Space lightning or Lumen lighning and you see barly a difference. If you see the last years game Test, the most disapoitment was always ray tracing. Yea it looks a little bit nice but it was not a deal breaker for games like Cyberpunkt an other games.
Also your Cornell Box, it is a room which have one lightning source and simple geometry and of course you will see the difference between lighning because the room was designed to bring out the difference of the varius lighning technics. And even with Ray Tracing the Cornell Box is not looking realistic because real world opjects have small scetters, ruff surfaces, screctes and so on. I doubt that some normal user can see the difference between a good lightning and normal lighting. But the people will easyly see the difference between a medium and high poly.
The same is with Toy Story. Toy Story have Ray Traced Scences but it looks like in a movie, because the surface are to smoot too gald bo be realistic.
@OleghSh Why it is not possoible to compress also color data stored at vertex level? The information ant the repeating of the information is not chaning and it should the same compression rates possible for both?
@Andrew Lauritzen I agree for detailed user which we are it is obius. But if you show your picture to normal users. Who will see difference? What do you think will users attract more? The detailed statue in the left or that the shadows looks a little bit more realistic?