Outerra forum
Outerra Engine => Off Topic => Topic started by: halobungie on April 14, 2011, 08:23:16 am
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Hello,
is it possible to integrate a
Realtime Radisity Lightning
like in the New "Battlefield 3" game? This Lightning looks realy great. But i think it's not possile.
Greetings,
halobungie
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This is a marketing name. It is NOT realtime radiosity.
As far as i know it uses deferred rendering to place a LOT of small point lights. This creates a much nicer look than a constant ambient light.
But it is as far as i know NOT really radiosity!!
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Hello Edding3000,
you have right.
I have found the following text:
Frostbite 2, DICE’s new engine, offers the dev rendering features such as “dynamic radiosity, dynamic shadows, and deferred lighting” on “a big scale.”
The Light in BF3 look's realy good with this feature! I have never seen such good light in games...
Greetings,
halobungie
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Hello Edding3000,
you have right.
I have found the following text:
Frostbite 2, DICE’s new engine, offers the dev rendering features such as “dynamic radiosity, dynamic shadows, and deferred lighting” on “a big scale.”
The Light in BF3 look's realy good with this feature! I have never seen such good light in games...
Greetings,
halobungie
Imho we are now getting to a point to where it is possible to do lighting less fake than in the past. Lighting can be done without all the simplifications like phong.
I think in approximatly a year of 4 that it is possible to do real time ray/tracing. which will give exact lighting with constant performance only based on screen resolution!! It is possible to run realtime raytracing already. only not with framerates we would like. half a frame per second that is...
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It is possible to run realtime raytracing already. only not with framerates we would like. half a frame per second that is...
I'm a quality whore 0.5 fps sounds fine. Just use it for screenshots and slow video renders.