BenSkywalker
Regular
On what piece of hardware? If it was something like a GF, then, IIRC, to get that performance those lights have to be very simple (eg parallel) which, I agree would be rather dull and boring. As I said, the GF had very good transform capability (at the time) but the lighting power was sorely lacking. Even today Elan's lighting unit would be competitive.
It was a generalization about having the option between the two in terms of hardware. You give developers the option to run 5x as many lights or 5x as many polys, the lights haven't stood a chance. This has remained a constant across all development platforms- PC, Console or Arcarde.
Which are generally rather static. That approach is certainly ok for the non-moving lights and/or for low tessellation regions.
Except it looks extremely poor compared to proper lighting for anything real time. Disjointed shadows work wonders to destroy realism. We are pretty much already at the point where developers are going to move straight from lightmaps to extensive shader effects for lighting.
Do you mean shader effects as in per-pixel lighting? You still have to do the set up for the per-pixel calculations at the vertices which is not insignificant.
Per pixel lighting was nice in 2K when it started showing up regularly in games, but the number of lights utilized has remained low despite the vastly improved performance characteristics of current hardware. What I'm talking about is utilizing various PS/VS effects in tandem with an increased amount of lights. I guess you could say that Dot3 or CubeMaps would fall under that general guideline, but I was thinking more extensive utilization of a combination of shader effects ala Doom3. It seems that all the games looming on the horizon utilizing a decent amount of lights are going to be far more limited by the shader performance then they are by setup calcs(which have a relatively speaking minor impact on VS performance).
Simply using multiple lights for the sake of multiple lights has never caught on with game developers, nor will it likely ever do so. Using additional poly simply for the sake of increased geometry has been constant since the start of 3D and will continue to be until it is no longer relevant in terms of count due to density. The same is not true of lighting. One light with true complete radiosity calculations will look a lot better then six, sixty of six hundred basic lights.