I agree, but like I said: if no one complains, nothing gets done. I'm not sure that they were really serious about marketting their toolset until Unreal Engine 2.0, anyway. I recall that the release of the editor for the first Unreal was entirely unsupported. Heck, when Ion Storm released the editor for Deus Ex it wasn't supported, either.JD said:Still, you would think they would fix such obvious bugs in any version before releasing it. Glad to hear they fixed it.
Ostsol said:I agree, but like I said: if no one complains, nothing gets done. I'm not sure that they were really serious about marketting their toolset until Unreal Engine 2.0, anyway. I recall that the release of the editor for the first Unreal was entirely unsupported. Heck, when Ion Storm released the editor for Deus Ex it wasn't supported, either.JD said:Still, you would think they would fix such obvious bugs in any version before releasing it. Glad to hear they fixed it.
Chalnoth said:How is proper shadowing not one of UE3's design goals? Mixed methods are great for both performance and image quality: no current shadowing algorithm is best for all situations. Pre-computation is also necessary for the best combination of image quality and performance. It's just impossible to do realtime global illumination right now, and will be for some time, so pre-computation is just going to happen.Intel17 said:The renderer is good, but from what I've seen recently, proper shadowing is obviously not one of UE3's design goals, and they are still relying on mixed methods, pre-computation etc..., which is fine, and I'm sure it'll look great and be peformance attractive, but there are renderers out there now in games which can compete quite nicely and some on the horizon which will make UE3 not so impressive.
Intel17 said:Wait, so mixing methods and utilizing each in the way that they're best suited for is better than one global solution (e.g. all shadowmaps or stencils)? Would UE3 like shadowing be much harder to get working and implimented correctly than just a single algorithm universal?
Mordenkainen said:Intel17 said:Wait, so mixing methods and utilizing each in the way that they're best suited for is better than one global solution (e.g. all shadowmaps or stencils)? Would UE3 like shadowing be much harder to get working and implimented correctly than just a single algorithm universal?
It's always better in terms of performance to mix impelementations; but it might be more work for the devs. On the other hand they can always leverage that by using several detail levels (like turning off shadow buffers on low-end machines and just use lightmaps) whereas if you use only one shadow implementation you can only turn it all on/off (well, you could have gradients in some implementations like number of samples for SB).
On the other hand again, mixing implementations is always more work for the level designers and it might even introduce limitations. For instance, even though HL2 is physics-happy, you didn't get hanging lamps swinging about when you shot them while D3 did despite its less impressive physics capabilities.
Mordenkainen said:On the other hand again, mixing implementations is always more work for the level designers and it might even introduce limitations. For instance, even though HL2 is physics-happy, you didn't get hanging lamps swinging about when you shot them while D3 did despite its less impressive physics capabilities.
bloodbob said:Why can't they do it? just they have to set it up as a dynamic light is all.
So, as far as HL2 goes, there are three basic situations where shadowing works: static light, static geometry; static light, dynamic geometry; and dynamic light, dynamic geometry. Correct?Mordenkainen said:bloodbob said:Why can't they do it? just they have to set it up as a dynamic light is all.
They can but even with a dynamic light the level geometry's shadows wouldn't change accordingly, making it look bad.
Err. . . is there a transcript?SlmDnk said:
They're cheap hacks using a transparent sprite, and certainly don't look okay when you get directly under them.Subtlesnake said:Well, swinging lamps are present in some of the HL2DM levels, and they look OK (although obviously without dynamic shadowing).
Fodder said:They're cheap hacks using a transparent sprite, and certainly don't look okay when you get directly under them.Subtlesnake said:Well, swinging lamps are present in some of the HL2DM levels, and they look OK (although obviously without dynamic shadowing).
Hovs is back and trolling again?HVZ said:Fodder said:They're cheap hacks using a transparent sprite, and certainly don't look okay when you get directly under them.Subtlesnake said:Well, swinging lamps are present in some of the HL2DM levels, and they look OK (although obviously without dynamic shadowing).
pretty much sums up the source engine :?
karlotta said:Hovs is back and trolling again?HVZ said:Fodder said:They're cheap hacks using a transparent sprite, and certainly don't look okay when you get directly under them.Subtlesnake said:Well, swinging lamps are present in some of the HL2DM levels, and they look OK (although obviously without dynamic shadowing).
pretty much sums up the source engine :?
HVZ said:karlotta said:Hovs is back and trolling again?HVZ said:Fodder said:They're cheap hacks using a transparent sprite, and certainly don't look okay when you get directly under them.Subtlesnake said:Well, swinging lamps are present in some of the HL2DM levels, and they look OK (although obviously without dynamic shadowing).
pretty much sums up the source engine :?
maybe its just the truth?