I have been meaning to make this thread for a while now. I am surprised that not many people are talking about how exceptional shadowing is in TLoU. It's not the quality of a shadow itself, rather the elements that lend it that added realism. For example:
1. The diffusing in shadows pertaining to both opacity and detail, depends on the distance between the object and the surface on which the shadow is cast
2. Umbra and Penumbra are perhaps the central concepts behind this
Watch the extended trailer at these times: PAX Demo
4:06-4:19
5:14-5:18
6:03-6:32
6:57-7:02
9:52-10:00
etc. You get the idea. Here Digital Foundry did a great job articulating this facet of the game.
I don't know if there is even a PC game that does feature this comprehensive of shadowing system. I have seen shadows in BF3 on PC on the highest setting and while the quality of the shadow itself is wonderful it lacks features. Also in BF3, latest MoH (and I have seen it in other PC versions of other games such as DE:HR, etc), and I am not familiar with the technical term, there is this soft shadow that hangs around the perimeter like a halo and shows up when the player gets too close to a surface. It looks like the shadow is being cast against thin air without any distortions to account for surface and the angle between it and the object casting the shadow. The result looks very inaccurate.
I wonder whether other devs will follow this method of generating shadows after using TLoU as a reference, because honestly, this is the new benchmark (in terms of features).
EDIT: I just realized the technical term I was looking for is called, "Ambient Occlusion".
1. The diffusing in shadows pertaining to both opacity and detail, depends on the distance between the object and the surface on which the shadow is cast
2. Umbra and Penumbra are perhaps the central concepts behind this
Watch the extended trailer at these times: PAX Demo
4:06-4:19
5:14-5:18
6:03-6:32
6:57-7:02
9:52-10:00
etc. You get the idea. Here Digital Foundry did a great job articulating this facet of the game.
I don't know if there is even a PC game that does feature this comprehensive of shadowing system. I have seen shadows in BF3 on PC on the highest setting and while the quality of the shadow itself is wonderful it lacks features. Also in BF3, latest MoH (and I have seen it in other PC versions of other games such as DE:HR, etc), and I am not familiar with the technical term, there is this soft shadow that hangs around the perimeter like a halo and shows up when the player gets too close to a surface. It looks like the shadow is being cast against thin air without any distortions to account for surface and the angle between it and the object casting the shadow. The result looks very inaccurate.
I wonder whether other devs will follow this method of generating shadows after using TLoU as a reference, because honestly, this is the new benchmark (in terms of features).
EDIT: I just realized the technical term I was looking for is called, "Ambient Occlusion".