Amazing. O_O
Crytek truly are tech Gods.
Yep, their Crysis 3 tech showcase was impressive as hell.

Amazing. O_O
Crytek truly are tech Gods.
OP, I think what you're refereing to is known as imperfect shadow maps, and as far as I can tell, NO OTHER game has it. Several people on B3D have commented on this as well and I'm actually surprised that the DF article didn't delve a little more into that tech (which is why when you said DF did "a great job on articulating that facet of the game", I was wondering if we read the same article haha). I've brought it up before so I'll just copy/paste my post here:
here is the level of Crysis 2 it is from
http://www.youtube.com/watch?v=Yo3toQGBSFQ
Yep, their Crysis 3 tech showcase was impressive as hell.
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I'm not sure about performance savings but it does a more convincing job than SSAO/HBAO ever will.So basically, imperfect shadow map allows for convincing shadows with significant performance savings?
Clearly from the GIF posted they have the capability to do this indirect shadowing...and yet in that video the shadows are way too strong and uniform. Could be an artistic issue, yet again.
I think I will have to take back what I said about what is next-gen and what isn't.
Crytek 3 on PC really looks (from what we have seen) like a next-gen game.
I wonder what kind of PC will be able to max it out. In any case this is the game that warrants a new GPU purchase.
I think I'm always too distracted by the overbloom in Crysis 2 to ever notice when the lighting looks good. The engine is super capable...it just needs better artists working with it.
How do you go from that GIF, to this:
I guess I did kind of notice when I took this shot:
Though there is a problem with the shadow...the light against the wall isn't affecting it in any way, which is weird.
Is there an example of this feature running in-game in Crysis 2? And you have to realize that in Last of Us the intensity of the shadows actually change based on which part of the model is near the wall.
Amazing. O_O
Crytek truly are tech Gods.
Gameplay pic looks good but nothing that makes me go OMG. Great lighting but the texture work is pretty bland and minimal. Given the openess of the game though I guess that is a tradeoff. Def one of the prettiest games of this gen though!
Also there is no point showing cutscenes for higlighting shadows. Lets use in game pics.
I'm not sure about performance savings but it does a more convincing job than SSAO/HBAO ever will.
That Crysis 2 gif seems to only showcase its effects when you're setting up the lighting for a level but in real-time it relies heavily on typical AO for diffused shadows under indirect lighting conditions
I will be so happy if next gen of consoles look like Crysis 3 maxed on PC but I somehow doubt it.
OP, I think what you're refereing to is known as imperfect shadow maps, and as far as I can tell, NO OTHER game has it. Several people on B3D have commented on this as well and I'm actually surprised that the DF article didn't delve a little more into that tech (which is why when you said DF did "a great job on articulating that facet of the game", I was wondering if we read the same article haha). I've brought it up before so I'll just copy/paste my post here:
You are in for a treat I think. I don't know why some people are so negative regarding next-gen consoles.
You know what ? I genuinely expect the Orbis/Durango (or whatever they will be called) to greatly surpass everything we've seen.
I'm dead serious, to me Crysis 3 or Watch Dogs are "early" next-gen titles so you can bet your ass that when the next-gen consoles will start to flex their muscles a game like Crysis 3 will be history.
So, what should those programmers who are developing that awesome lightning engine be working on instead? gameplay.cpp?
I will be so happy if next gen of consoles look like Crysis 3 maxed on PC but I somehow doubt it.
Man if that is true next gen cant come soon enough! The wait for next E3 is so painful right now.
There should be a slight shadow at the base of the gold and silver statues, I think it looks like they're just floating on the stone surface, but the reflections are kinda cool.I'm really waiting for UE4 games:
http://www.gamesetwatch.com/UE4_Elemental_deferred_decals.bmp
Really impressive.
I'm really waiting for UE4 games:
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Really impressive.
There should be a slight shadow at the base of the gold and silver statues, I think, but the reflections are kinda cool.
Man if that is true next gen cant come soon enough! The wait for next E3 is so painful right now.
I'm not sure it is. Or, rather, it's only part of it.
The "penumbra" thing is a bit of a weird name for what are basically area lights - that is, lights that aren't an infinitely small point of light, but have an area to them. In real life, everything is an area light, but in terms of CG lighting, it requires a lot, lot more samples to calculate even than standard raytraced shadows, let alone shadow maps. Originally the key to this was getting shadows with soft edges (a result, in real life, of lights having area - if there were such things IRL as infinitely small light sources, or 'point lights' as they're known in CG, then we would have razor sharp shadows).
The reason this happens is because, when a light has area, a part of the emitting object (say, a light bulb) might have its light reach the floor, where as (at the same point in time), another part of the same bulb will have this light hit your arm instead. Because this area is made up of almost infinitely small points, you end up with a blurring of the shaodw. However, it's more complex than just soft edges - they came around not long after hard-edged raytrace shadows. The complexity comes because, if you think above the above example, the closer your hand is to the light bulb, and the further from the floor it is, the more softened edges you're going to get. If you put your hand right next to the bulb, it's possible you'll hardly see a shadow on the floor, just a general darkening. This is about the ratio of your hands distance from the bulb vs its distance to the floor, as well as the size of the bulmb - it's why the moon always appears to have a very sharp light/dark divide ("terminator"), because although the moon is quite far from earth, compared to the distance between us and the sun, it's practically on our door step - thus the shadow appears very sharp. This is shown above in the Crysis gif - the "penumbra off" shot shows all the shadows equally blurry and soft at the edges. When penumbra is turned on, some things get sharper and others get blurrier still - the shadow falling off the sign gets sharper (though the further away from the sign the shadow falls, the blurrier it gets), and the tree - which is much further away than the sign - gets blurrier. This is computationally tough, but looks sexy.
This is different to ambient occlusion, though. Ambient occlusion actually has nothing to do ith the specific lighting in a given scene. Indeed, that's why it's called "ambient". Ambient occlusion is just the darkening of surfaces that are near other surfaces. This is a real life phenomina (though in theory, a fully realised global illumination solution will simulate this by nature of its physical realism) - next time you're in a room (ideally one without any direct light sources, like sun coming in the window, light bulbs etc but that is nontheless still light) take a look at the cracks in the corners beteween walls - you'll notice they get darker as they get to the crease. This is what ambient occlusion seeks to emulate, and is a different thing entirely to the "penumbra"/area shadows. It does, however, impact the over all look, and because it shades based on distance from geometry, is very useful for "grounding" objects in the scene.
i inferred that from the youtube link you posted earlier
http://www.youtube.com/watch?v=Pdp3rfyFF14
'We demonstrate that imperfect shadow maps are a valid approximation to visibility, which makes the simulation of global illumination an order of magnitude faster than using accurate visibility.'
I was specifically talking about indirect shadows; in TLoU direct lighting for the sun is rendered in real-time (sun casts sharp environmental shadows; characters can be partially under shadow and not be entirely darkened). Uncharted games had it so I've no reason to believe they're doing anything different here. But going back to those indirect lighting (i.e. shadows in shadows), how do you if that's how ND implement them? Could it be the same tech shown in the video I posted? Anyway nevermind the actual method behind it, I wish to see other developers choosing the same effect over ambient occlusion, which was never a convincing effect for me because of how it works (reminds me so much of Photoshop's Drop-Shadow layer-effect in how it's always rendered behind the object or part of it.stuff
Low-res because they are diffused. Just like in real-life when you're lit by bounced lighting. In TLoU, shadows are sharp when they're outdoors (just like how it's done in almost every game). The impressive thing that they've done here is how they simulate indirect lighting when the characters are under shadow, or indoors. They've even gone as far as to have the intensity of the shadows actually change based on which part of the model is close to the wall (Ellie's forearm casts a sharper shadow than the rest of the limb or body):Regarding OP and The Last of US, i think its really nice feature, but i dont see that as an impressive feat. Why?
Because it only affects characters and we know that amount of characters is really limited in this game, also those indirect shadows are really low res.
I was specifically talking about indirect shadows; in TLoU direct lighting for the sun is rendered in real-time (sun casts sharp environmental shadows; characters can be partially under shadow and not be entirely darkened). Uncharted games had it so I've no reason to believe they're doing anything different here.
Uncharted uses baked shadows but real time within a radius of the camera. Technique used in Killzone and COD too.
Halo 3 had one of the most impressive HDR of this generation. It was also the reason why it ran with 640pHalo 3 is technically impressive how? HDR and overuse of bloom? 640p resolution with lack of antialiasing? Constant sub 30fps slowdowns?
It's one of the worst looking big budget games we've seen this gen.
In producing Halo 3, Bungie opted for a number of technical decisions that defined the very look of the game, leading to both good points and bad points in the overall presentation. The game implemented HDR lighting by rendering the whole scene twice at different light levels and combining the two images (a process similar to some forms of proper HDR photography). This meant that the lighting in the game was absolutely sublime for its time, but it also meant that the game itself operated at a sub-HD resolution in order to fit those two render processes into the eDRAM, plus there was no room for hardware MSAA support.
Low-res because they are diffused. Just like in real-life when you're lit by bounced lighting.
I'm not sure it is. Or, rather, it's only part of it.
The "penumbra" thing is a bit of a weird name for what are basically area lights - that is, lights that aren't an infinitely small point of light, but have an area to them. In real life, everything is an area light, but in terms of CG lighting, it requires a lot, lot more samples to calculate even than standard raytraced shadows, let alone shadow maps. Originally the key to this was getting shadows with soft edges (a result, in real life, of lights having area - if there were such things IRL as infinitely small light sources, or 'point lights' as they're known in CG, then we would have razor sharp shadows).
The reason this happens is because, when a light has area, a part of the emitting object (say, a light bulb) might have its light reach the floor, where as (at the same point in time), another part of the same bulb will have this light hit your arm instead. Because this area is made up of almost infinitely small points, you end up with a blurring of the shaodw. However, it's more complex than just soft edges - they came around not long after hard-edged raytrace shadows. The complexity comes because, if you think above the above example, the closer your hand is to the light bulb, and the further from the floor it is, the more softened edges you're going to get. If you put your hand right next to the bulb, it's possible you'll hardly see a shadow on the floor, just a general darkening. This is about the ratio of your hands distance from the bulb vs its distance to the floor, as well as the size of the bulmb - it's why the moon always appears to have a very sharp light/dark divide ("terminator"), because although the moon is quite far from earth, compared to the distance between us and the sun, it's practically on our door step - thus the shadow appears very sharp. This is shown above in the Crysis gif - the "penumbra off" shot shows all the shadows equally blurry and soft at the edges. When penumbra is turned on, some things get sharper and others get blurrier still - the shadow falling off the sign gets sharper (though the further away from the sign the shadow falls, the blurrier it gets), and the tree - which is much further away than the sign - gets blurrier. This is computationally tough, but looks sexy.
This is different to ambient occlusion, though. Ambient occlusion actually has nothing to do ith the specific lighting in a given scene. Indeed, that's why it's called "ambient". Ambient occlusion is just the darkening of surfaces that are near other surfaces. This is a real life phenomina (though in theory, a fully realised global illumination solution will simulate this by nature of its physical realism) - next time you're in a room (ideally one without any direct light sources, like sun coming in the window, light bulbs etc but that is nontheless still light) take a look at the cracks in the corners beteween walls - you'll notice they get darker as they get to the crease. This is what ambient occlusion seeks to emulate, and is a different thing entirely to the "penumbra"/area shadows. It does, however, impact the over all look, and because it shades based on distance from geometry, is very useful for "grounding" objects in the scene.
Doesnt matter how blurred they are, but they are really low res. Get a hand or get head near the wall and compare. And getting darker or lighter shadows depending of distance is not a problem currently.
OP, I think what you're refereing to is known as imperfect shadow maps, and as far as I can tell, NO OTHER game has it. Several people on B3D have commented on this as well and I'm actually surprised that the DF article didn't delve a little more into that tech (which is why when you said DF did "a great job on articulating that facet of the game", I was wondering if we read the same article haha). I've brought it up before so I'll just copy/paste my post here:
This is a perfect example of diminishing returns, for me. I take a look at that Crysis gif, and I honestly don't think either version looks "better" than the other. I hope developers start to use their resources to improve things other than "graphics."
I have the exact same opinion. How much does this really add to the game? I doubt I'd be able to spot the difference, personally.
Yep, their Crysis 3 tech showcase was impressive as hell.
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My god The Last Of Us is looking godly..I can't wait for it.
Gifs aren't the best way to show it off since they have a tendency to make stuff look better... but the game looks great in motion and very close to the screens:
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What always gets under my skin with stuff like this is 2012 shadow implementations mixed with other tech that hasn't moved since 2005 (anisotropic filtering).
Wow! You have found exactly what I was looking for. I didn't even know I was looking at imperfect shadow maps! Huzzah! High five friend!
It does matter. When you're standing next to a wall, in a room that's indirectly lit by the sun, chances are your shadow that's cast on that wall isn't gonna be sharp. And I wasn't saying darker or lighter shadows is the problem, heck rendering sharp or soft ones aren't an issue either but in most if not all games you get one or the other, not a combination of both as shown in TLoU. And the perfect lighting condition which allows that combination of shadow casting to take place is usually a room with no direct light source to cast your shadows. Sunlight coming in from the window bounces off walls, ceiling, floors, objects, basically everywhere. So if someone in the room is standing next to a wall, bounced light is occluded or prevented from reaching that part of the wall, creating a diffused shadow (diffused cos light is coming from all angles). The closer that person is to the surface, the darker the shadow gets, which is what ambient occlusion has been trying to simulate in the first place.
And quality isn't a primary problem here because the diffused shadows aren't a pixelated mess and let alone exhibit "jagginess".
Regarding OP and The Last of US, i think its really nice feature, but i dont see that as an impressive feat. Why?
Because it only affects characters and we know that amount of characters is really limited in this game, also those indirect shadows are really low res. Its really nice hack and technology [like theirs volumetric lighting shafts from Uncharted 3], but its not that resource intensive as some people thinks and cant be implemented everywhere. I think that i was more impressed by LBP 2 lighting presentation than by this.
What i love lately about new technologies and next gen engines like CE 3 or UE 4 or even that one from Far Cry 3, that they are trying to make global, real time features, not hacks that will be great in one game, but unacceptable in others.
Haha no prob! I really do believe what they've done is a step beyond typical AO methods, so it definitely deserves some recognition.
OP, I think what you're refereing to is known as imperfect shadow maps, and as far as I can tell, NO OTHER game has it. Several people on B3D have commented on this as well and I'm actually surprised that the DF article didn't delve a little more into that tech (which is why when you said DF did "a great job on articulating that facet of the game", I was wondering if we read the same article haha). I've brought it up before so I'll just copy/paste my post here:
Dont try to explain me what AO is for and how in direct shadows are created, i know
The thing is, that ND tech doesnt even need to calculate light bouncing or light intensity, because it can be hacked in simpler way like You have characters that stand near two walls, then You get precomputed shadow maps of those characters and cast them on both walls, then You determine distance and modify shadow maps accordingly. Thats why i'm not that impressed by this tech, because it can be cheated in many ways, cause it only affects few known object in the scene. If they've made it for every or most objects in the scene and objects that are created procedurally then i would be really impressed.
I'm more impressed by CCP achievement with partial GI in Dust 514 and theirs 1080p res scaling
http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptx
And resolution matters, because its precision. Precision is the thing that really differentiate PC tech from console tech and its so obvious once You saw it. Precision of lighting, shadows, shaders and post process effect in engine like CE 3 or FB 2 killed current console tech for me, it just doesnt look as good as before anymore.
On PC, individual elements are done better. However, when you take everything in as a whole, Naughty Dog truly outclass the competition.
The sheer amount of assets, raw technical prowess, and believable art direction are something only very few developer's are able to accomplish.
Only hesitation I have with TLOU
Replay-ability
It will be a tech marvel for sure and Sony to show off, but if the game is just Uncharted Zombie-Mushroom Edition, it will really sour me on ND
Bring their guns loaded on graphics, everything under the sun tech wise, yet somehow they falter on basic storyline issues, and it deters from the goodness as an overall presentation
So you saying you haven't ready one impression or watched one presentation of the game I take it.
Kinda off topic, but I really think this game is going to be more than Uncharted with a mushroom skin. There are a lot of very distinguishing mechanics, like the real-time crafting system and the scarce bullets that actually kill people when they get shot. It looks like it's going to actually end up feeling more like Demon's Souls than Uncharted with the way each enemy poses a very real threat.Only hesitation I have with TLOU
Replay-ability
It will be a tech marvel for sure and Sony to show off, but if the game is just Uncharted Zombie-Mushroom Edition, it will really sour me on ND
Bring their guns loaded on graphics, everything under the sun tech wise, yet somehow they falter on basic storyline issues, and it deters from the goodness as an overall presentation
Some people do. For others, I think most people are seeing these details more than they realize- it's just happening subconsciously and contributing to the overall sense of immersion that you feel.Do people actully look at shadow and ground that much while playing game? Honest answer I watched the video and game looked preety gripping but i did not focus on technical details at all than again I am wii owner with who is completely fine with graphics at any level. I can even play N64 games without problem as long as game is good.