jermi on 28/2/2005 at 23:19
Here's an experiment in a familiar setting. 16 lights again with long radius, this time arranged as a "skydome". Looks nice, very much like an overcast, gray early morning. Again just a few frames per second even though I nuked the castle, kept only the courtyard and the facade.
Inline Image:
http://jermi.dyndns.org/~jermi/stuff/Thief/skylight.jpg
d'Spair on 28/2/2005 at 23:33
It looks absolutely awesome.
SubJeff on 1/3/2005 at 00:07
Loving these guys. This is mod era is going to be :eek:
Stardog on 1/3/2005 at 00:24
Quote Posted by Nupraptor
Personally, I prefer sharp stencil shadows over lightmaps. Real-Time shadows do more to add to immersion and believability than anything else. I was constantly amazed by the lighting in T3, even if it wasn't perfect.
I would say the best thing would be stencil mixed with lightmaps. I'd say I like lightmaps more, since if you use UnrealEd and change the lightmap to 1 (default is 32), you can get extremely sharp shadows with fuzzy edges. It probably looks more realistic than stencil.
Also, very nice jermi :)
Domarius on 1/3/2005 at 03:00
It's almost like the lighting is more realistic than the scenery, like its a fake place actually placed outside :)
Gestalt on 1/3/2005 at 07:42
I look forward to playing levels that look like that eight years from now.
Fingernail on 1/3/2005 at 15:56
By which time all other graphics will look a lot better, with Unreal Engine 3 with HDR, pixel shader 3 etc. and higher poly counts.
But still...
TreeTrunk on 2/3/2005 at 00:33
Quote Posted by Domarius
It's almost like the lighting is more realistic than the scenery, like its a fake place actually placed outside :)
That hits it spot on, domarius. It looks like a plastic playset left outside on a grey afternoon. The lighting is absolutely incredible. Someday....
Voodooman on 28/6/2013 at 16:55
I wonder, how does this work now - 8 years later? Maybe its playable nowadays?
What impresses me a lot - that games before post 2006 (aka "next gen") era actually pushed graphics and especially shadows beyond recent games, im really missing fully dynamic shadows and lights nowadays but in 2003-2005 years some games had no problems with this.
Judith on 28/6/2013 at 19:32
You can do much more with today's CPUs and RAM, although the engine reacts badly to lights touching too many objects and overlit geometry. Those are the debug options in render mode. That's what usually kills the framerate, regardless of the hardware. I tried 12 omni lights and a gate, the framerate was 38-45 FPS on GF 9800 GTX and 3,2 GHz CPU. Still, if you really need such effect, it would be better to use fake shadowmap. It's funny though, I got the framerate drop only when I was looking at the gate. When I turned around, it was max fps again.