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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.)
Podtacular 361: Forgetacular | pete_the_duck | 4/16/13 8:50 am |
Re: Podtacular 361: Forgetacular | SEspider | 4/17/13 1:44 am |
Forgot something | SEspider | 4/17/13 1:54 am |
My one thing? | SEspider | 4/17/13 2:25 am |
Re: Podtacular 361: Forgetacular | uberfoop | 4/17/13 2:52 am |
...Whoops, didn't mean to hit post. | uberfoop | 4/17/13 2:57 am |
Re: Podtacular 361: Forgetacular | RC Master | 4/17/13 1:36 pm |
Also, Halo 5 forge... | RC Master | 4/17/13 1:50 pm |
Unnatural formations | scarab | 4/17/13 5:22 pm |
Re: Unnatural formations | Stephen L. (SoundEffect) | 4/17/13 11:27 pm |