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Re: Podtacular 361: Forgetacular
Date: 4/17/13 2:52 am
In Response To: Re: Podtacular 361: Forgetacular (SEspider)

: Nothing that
: can't be done in real time without having to "generate" it each
: time.

Different engines, and different visual compromises. If cheap large-scale shadowing without baking was easy in Halo, they'd do it.
Fully real-time shadow projection is always fairly expensive, and coming up with a system to do efficient baking in the background, assuming it's possible, would not be a trivial task.

What I do know for sure, though, is that many games this gen with "impressive graphics" would absolutely have a hard time targeting large-scale real-time shadowing, and it's something that the lighting engineers at both Bungie and 343i decided to avoid. Now, I'm pretty sure that you're not a lighting engineer, and I'm a kinda/sorta vaguely proto lighting engineer at best:

(This image uses spherical harmonics, by the way. Halo 3 uses spherical harmonics for its baked light maps. This approach is very precomputation-heavy; renders are pretty fast and have very good diffuse lighting, but it took about 1 billion spherical integral samples to set up the vertex transfer functions for just these two low-poly spheres.)

Messages In This Thread

Podtacular 361: Forgetacularpete_the_duck4/16/13 8:50 am
     Re: Podtacular 361: ForgetacularSEspider4/17/13 1:44 am
           Forgot somethingSEspider4/17/13 1:54 am
                 My one thing?SEspider4/17/13 2:25 am
           Re: Podtacular 361: Forgetacularuberfoop4/17/13 2:52 am
                 ...Whoops, didn't mean to hit post.uberfoop4/17/13 2:57 am
     Re: Podtacular 361: ForgetacularRC Master4/17/13 1:36 pm
           Also, Halo 5 forge...RC Master4/17/13 1:50 pm
                 Unnatural formationsscarab4/17/13 5:22 pm
                       Re: Unnatural formationsStephen L. (SoundEffect)4/17/13 11:27 pm

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