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by Ukv
20 days ago
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> You certainly wouldn't want to simulate and measure the actual light levels in real time. You'd use an entirely separate information system in world space to define stealth areas [...] Issue of readability still applies for manually defined stealth areas. You want to indicate these in-game to the player somehow, and more complex lighting does so less clearly than a sharp cut-off would. > Additionally, no one is actually forcing anyone to use ray tracing or real time global illumination schemes. These are self-inflicted wounds. Some of the lighting techniques mentioned (like ambient occlusion) are relatively basic by modern standards - it's not just ray-tracing. While there is a market for games that put readability above all else, there is also a pull for games with some level of visual detail, both externally from reviewers/consumers and internally. > [...] just got started and stopped coming up with wild excuses about how new, non-mandatory tool features sometimes dont do what we need them to. Hocking just seems to be discussing the challenge faced ("there would be some learning if we wanted to really use these modern lighting techniques"), not using it as an excuse to stop making games. |
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