You can always get more out of PreRendered.Always? Ha. Where's a pre-rendered day/night cycle? Where's a pre-rendered on-the-fly color shift? Pre-rendered attachments to moving objects? Pre-rendered lights that are dynamically shifted by sounds and changes to global shaders and variables? You can do none of these things. Lightmaps have their strengths, but to speak in absolutes is going to get you nowhere :razz:
Given how fast Doom3 ran, it was either horrendously unoptimised or technology is simply not ready yet.Having a min spec listed of a gf2-equivalent card (gf4 mx) wasn't the best direction, either. If I were to min-spec a game like D3, I'd personally say use a high-level gf5 or higher (which is higher than most titles, but certainly not yet a mark of 'not ready yet'). But even then, there's far more at work than just the lighting and shadowing. Surprisingly, there's some CPU bottlenecks as well. Texture memory is also a huge factor - When you turn d3 texture compression off, no video card on the market can handle the amount of memory you're throwing at the card. (well, ok, a few 512 cards are out now, but you get the idea). D3 is pushing immense power all over the place. Rendering is just a small part of that, and can easily handle hundreds of thousands of triangles on screen with plenty decent lighting.
The level graphics themselves were pretty horrible and it seemed that every single advancement that we've had since Half-Life was thrown out the window for this single feature.Like...? It certainly looks terrible with all the content scaled back. But what game doesn't? I can see calling some of the lab stuff a little redundant, but to complain of end-game stuff (hell, dig site, etc.) is blasphemy! :smile:
It's not like the lighting looked good either. The edges of shadows were too sharp and the lighting tended to be either on 100% on a surface or none-existant. You would never have a faded shadow.I didn't see it in Doom3, it's clearly not possible! :razz: I'd say this is half conscious direction, half min-spec. id wanted a very harsh style to everything, so there aren't many fill lights and, of course, when you're running a min-spec guideline on a card with the power of a gf2, you can't afford much lighting at all. But all it takes is a few fill and multi-directional lights and you can get much more subtle shadows.
Look at FarCry. The lighting and environments in that game were FAR better than Doom 3s and it used pre-rendered lighting.Meh, I found Far Cry to look decent enough, but place it well behind D3 and HL2.
Using tricks such as projectors you can create some very believable lighting that looks ten times as good as Doom 3s lighting and runs much faster.Every light in d3 uses a texture much like a projector system. Many of d3's best shots use a combination of these in addition to regular lighting. It'd be easy for a third-party developer to just swap out more light textures (since it's using textures anyway, it's 'free' to use these instead) for these, which also can help immensely toward the appearance of softer shadowing.
Sure, there are circumstances that Dynamic lights would be fantastic, but for the most part when wandering through D3 I was thinking to myself "I could do this all with static lighting...".Some of it could, I'm sure, but it'd look nowhere near as good. And d3 was very good about using the technology they were given; you'd have a very hard time lighting d3 statically.
A mix of static and dynamic lighting could work, but every single light dynamic? That's a horrible allocation of resources, especially when you want more than 2 lights in a room.Developing content for any game is nothing but tricks, and using a dynamic lighting system is no different. A huge hit comes from shadow volumes, so even a small thing such as unticking the "cast shadows" box gives you immense gains. As for two lights in a room, again, that was half by design and half min spec requirement. Make custom content for d3 and you can take things much further. Hell, I 'only' have a 9800 and I can easily run d3 at high quality 1024x768... That leaves a lot of room for graphical polish a gf3 or gf4mx can't even begin to handle.
Perhaps that is a result of art direction and not technologyYep. Shadows are only as dark as you let them go. If you have pure black shadows, it's not the technology, it's you not filling it in (for whatever reason). That applies to most lightmapped engines as well (particularly when you get to stuff developed without CSG editors) - radiosity is not the standard.
current real-time tech just looks "wrong"You can't honsetly tell me that it looks more wrong than HL2's