Shin-Ra
Junior Member
Already did it for the December PSX panel.LSD Drake screencap
Someone should GIF the part where it shows his pupil size changing!
Already did it for the December PSX panel.LSD Drake screencap
Someone should GIF the part where it shows his pupil size changing!
Already did it for the December PSX panel.
The reflection is there to demonstrate how they deal with water ripples, it's not there to reflect the surrounding environment which is probably dealt with by a different tool. You can see Drake walking on the surface of the water which is another thing that won't be happening in the final game.That puddle reflection looks really off.
Thanks a lot for the links, PLASTICA MAN. The info you linked is quite interesting, but are there any mentions of other graphical features like POM, silhouette tessellation (if it's in ) and global illumination? I'm especially interested to find out if the GI in this game is dynamic or baked.
Which GIF exactly and how are you so sure?You can see in the gif where the bus crashes through the wall that it is baked.
Which GIF exactly and how are you so sure?
Ok, I see what you mean. But remember the water in the caves in the PSX demo? Nate's flashlight was creating some kind of global illumination effect from the water, right? So it may be a combination of baked and dynamic GI.I think you can find it in this thread. This is partially a presumption since I am just working off what my eyes can notice though. Since the indirect lighting doesn't change at all even though the level geomgetry changed quite a lot (there is now a gaping hole in the wall but the indirect lighting is the same) I just assume it is static.
I will search for it...
edit: found it
Thanks a lot for the links, PLASTICA MAN. The info you linked is quite interesting, but are there any mentions of other graphical features like POM, silhouette tessellation (if it's in ) and global illumination? I'm especially interested to find out if the GI in this game is dynamic or baked.
I think you can find it in this thread. This is partially a presumption since I am just working off what my eyes can notice though. Since the indirect lighting doesn't change at all even though the level geomgetry changed quite a lot (there is now a gaping hole in the wall but the indirect lighting is the same) I just assume it is static.
I will search for it...
edit: found it
Ok, I see what you mean. But remember the water in the caves in the PSX demo? Nate's flashlight was creating some kind of global illumination effect from the water, right? So it may be a combination of baked and dynamic GI.
Thanks for your info. Now that ND seems to be targeting 30FPS for the SP campaign, I do hope they implement a fully dynamic GI solution if they haven't already.You are welcome. There is dynamic adaptive tesselation for the vodey and face tat adapts to camera angles. There is dynamic GI for the flashlight in the cave like shown in PSX demo and like I sid this is the only confirmed type of dynamic GI. I don't know if the game will implement a full dynamic GI solution for the entiere scenery. It is very possible and doable. Q-Games (The Tomorrwo Children) CEO said that ND may implement a veyr advanced dynamiic GI solution to their game comparable to their game.
It is very hard in many scenes to notice indirect lighting. So you can't confirm that neither it does exist or not.
Trust me, sometiems, (if not most of the times) an indoor dynamic GI solution caused by indoor lights is more intensive than an outdoor dynamic one. For example Fable Legends implemeneted a dynamic GI for outdoors and static GI for indoors.
I said it was a presumption, but I contest the idea that it should be hard to see. A similar example was done in the original SVOGI demo by epic (the center of the room opening up causing indirect lighting to flood in). If it had a dynamic GI from sunlight even, it would happen then and it doesn't.It is very hard in many scenes to notice indirect lighting. So you can't confirm that neither it does exist or not.
Indeed. But having it work for 1 light indoors is different than having it work for all lights.Trust me, sometiems, (if not most of the times) an indoor dynamic GI solution caused by indoor lights is more intensive than an outdoor dynamic one. For example Fable Legends implemeneted a dynamic GI for outdoors and static GI for indoors.
Uncharted 4 gameplay demo 2 months before E3:
https://twitter.com/vaccaro3d/status/614557197943439360
I said it was a presumption, but I contest the idea that it should be hard to see. A similar example was done in the original SVOGI demo by epic (the center of the room opening up causing indirect lighting to flood in). If it had a dynamic GI from sunlight even, it would happen then and it doesn't.
I wasn't stating anything about SVOGI in terms of performance. Barring the fact that it was not performant for outdoor scenes, I mention it to prove my point about what a dynamic GI should show in that scene (i.e. indrect light from the sun coming in through the now gaping hole in the wall). Any GI that is dynmic should be capable of that. That does not happen.SVOGI is very limited and doesn't work for outdoors, that is why it was scrapped, it is also very limited even in indoors and had many otehr limitations. This is really a bad example to compare with since most of Unhcrated4 is absed outdoors.
They need to make sure they don't give advantages to the losing team. I would say make maps free, but we know that isn't going to happen. They must have a fucking banker running Naughty Dog's marketing team. Nickel and dime for everything yall.UC is my fav series of PS, cant wait for it. Hope the multiplayer is fun just like UC2
The game is looking amazing
Barring the fact that it was not performant for outdoor scenes, it proves my point about what I dynamic GI should show in that scene (i.e. indrect light from the sun coming in through the now gaping hole in the wall). Any GI that is dynmic should be capable of that.
What do you think should happen in that scene if not that?
You really choose to compare bad examples that aren't comparable, the SVOGI filling the room with lights, the room was already almost dark, hence the obvious and noticeable chnage in lighting you see. If you look at the Uncharted 4 gif, you can see that the van breaking the wall crated a volumteric lighting shaft and there was a subtle prompt flashing in the scene that may have changed everything that you didin't notice.
I think you can find it in this thread. This is partially a presumption since I am just working off what my eyes can notice though. Since the indirect lighting doesn't change at all even though the level geomgetry changed quite a lot (there is now a gaping hole in the wall but the indirect lighting is the same) I just assume it is static.
Good points you made, but just a question about your last sentence. Shouldn't implementing a dynamic GI solution be easier (albeit more taxing on hardware) than baking the GI into a scripted event? Especially since Uncharted 4 will probably have tons of buildings fall apart.color saturation on the backwall changes a bit (even in the previously not lit areas):
if one watches the the position of the atmospheric light source / sun before drake enters the building, one can estimate the direct light-vector. which should be somthing like this (tried to illustrate how it's shining more towards the foreground):
so the change on the background can't be caused by direct lighting.
nevertheless, one could still bake the change in lighting conditions triggering an a to b switch with the wall breaking animation...
color saturation on the backwall changes a bit (even in the previously not lit areas):
if one watches the the position of the atmospheric light source / sun before drake enters the building, one can estimate the direct light-vector. which should be somthing like this (tried to illustrate how it's shining more towards the foreground):
Well, the E3 demo seemed to be running at a rock solid 30FPS and the game is at least 8 months away from release, so dynamic GI seems doable, I guess if they planned for it.well if you have the frame times...sure. a lot less work for the artists/content creators and less wasted space on your BD.
but i guess game development is all about making (the right) compromises.
Good points you made, but just a question about your last sentence. Shouldn't implementing a dynamic GI solution be easier (albeit more taxing on hardware) than baking the GI into a scripted event? Especially since Uncharted 4 will probably have tons of buildings fall apart.
Ok, first, I will admit that I didn't really get some of the things you said, but I understand most of it. Thanks for the info, though. Either way, for the time being, we can at least confirm that dynamic GI is in use for the flashlight and it looks to be an enhanced version of the one used in TLOU.True, Geomerics Enlighten bakes lightmaps in a flexible way by storing data as placeholder and modifies them according to the change of the scene and gemoetry (like when destruction is created): http://www.neogaf.com/forum/showthread.php?p=154490023
This kind of solution is very costly since it needs much of CPU power and RAM. Enbaling a full real-time solution implies that you divide the full scene into volumes (voxelizing), either in an octree (almost impossible to do this gen), or in 3D textures (The Tomorrow Children, VXGI, ETC). This can work well, if the scene is simple and deosn' t have much meshes and geometry, but if the scene is really dteailed and fileld with objects like in here, such solution may be even more taxing. If ND will implement a full duynmaic GI to the whole game, it must be a custom solution they create, just like the cave one, but that will work for more complex interiors and exteriors.
Ok, first, I will admit that I didn't really get some of the things you said, but I understand most of it. Thanks for the info, though. Either way, for the time being, we can at least confirm that dynamic GI is in use for the flashlight and it looks to be an enhanced version of the one used in TLOU.
I see. Thanks a lot for all your info on global illumination.Indeed.
And don't worry about not understanding how dynamic GI works these days. No one has an absolute solution that works in effective way these days. Many solutions get scarpepd because they are limited, or have many drawbacks, others are being refined, even the devs who are creating them struggle to understand them and enhance them. It is a feature that may be ready and common for Next-gen but not for now.
I see. Thanks a lot for all your info on global illumination.
The change of the colour temperature on the backwall is because the indoor lighting shuts off when the truck rams through, not due to indirect lighting.
This posted?
Doesn't this basically say that Elena is going to go sleeping with the fishes?
The look at the end is priceless.Came across this reaction video on YouTube...
Just had to make a GIF: