And your contribution to society is ... what?WrikaWrek said:Well, that was creepy.
And your contribution to society is ... what?WrikaWrek said:Well, that was creepy.
Durante said:And your contribution to society is ... what?
7Th said:Winner of this thread: ARMPITS
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Now that's creepy.WrikaWrek said:My son.
Durante said:Now that's creepy.
Durante said:Now that's creepy.
WrikaWrek said:My son.
mr_nothin said:Lighting is flat.
More like dynamic shadows...RiZ III said:Someone please shop moar bloom in for this man.
mr_nothin said:Lighting is flat.
Funny thing is...is that I was going to try and make a cross reference joke but said NVM.WrikaWrek said:Yeah i thought he was talking about her body too.
Priorities i guess.
mr_nothin said:Lighting is flat.
Looks to be pre-baked though..nelsonroyale said:lighting in the game is pretty subtle..but there is self shadowing etc....honestly, I doubt there will be much to complain about graphically when the game ships....summons are going to look insane
The game obviously has dynamic shadows, they just aren't as overwrought as in many other titles. I haven't seen a single game on consoles where hard self-shadowing on humanoid characters actually improved the overall visual impression for me. Low-res shadowmaps with artifacting on character faces = donotwant.jpgmr_nothin said:More like dynamic shadows...
There's already bloom in there.
Who said anything about hard shadows?Durante said:The game obviously has dynamic shadows, they just aren't as overwrought as in many other titles. I haven't seen a single game on consoles where hard self-shadowing on humanoid characters actually improved the overall visual impression for me. Low-res shadowmaps with artifacting on character faces = donotwant.jpg
Also, Lightning (the character) has a more than ample bosom.
Because the characters cast shadows? Do you actually mean something other than "dynamic shadows"?mr_nothin said:And how does the game obviously have dynamic shadows?
Durante said:Because the characters cast shadows? Do you actually mean something other than "dynamic shadows"?
That doesnt make them dynamic...Durante said:Because the characters cast shadows? Do you actually mean something other than "dynamic shadows"?
mr_nothin said:Funny thing is...is that I was going to try and make a cross reference joke but said NVM.
Anyways..
Everything just seems (and probably is) prebaked.
This shot SEEMS to have SOME dynamic shadows..
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I think you should read up on the terms you use. As soon as any moving object casts a shadow it is by definition dynamic.mr_nothin said:That doesnt make them dynamic...
Characters in Counterstrike Source also cast shadows....
Dynamic shadows are clear in every shot. The one you picked is great though because it also clearly shows dynamic self shadowing. (Very impressive soft dynamic self shadowing with only minimal artifacting at that)jett said:It's pretty clear that shot exhibits dynamic shadows unless you're blind.
Ummm, I kind of pointed that out.jett said:It's pretty clear that shot exhibits dynamic shadows unless you're blind.
mr_nothin said:Ummm, I kind of pointed that out.
That's why I picked that shot.
But I was mostly talking about the lighting in FFXIII (and no i'm not saying it because its a multiplatform game)
Wtf?Durante said:I think you should read up on the terms you use. As soon as any moving object casts a shadow it is by definition dynamic.
Dynamic shadows are clear in every shot. The one you picked is great though because it also clearly shows dynamic self shadowing. (Very impressive soft dynamic self shadowing with only minimal artifacting at that)
Dynamic shadowing in realtime computer graphics in general and video games in particular refers to shadows that are computed at runtime (as opposed to static shadows that are bre-baked into a lightmap during an offline process). As moving objects can't have pre-baked shadows, any shadow cast by a moving object -- such as a character -- is by definition dynamic. This was already common last gen.mr_nothin said:Wtf?
Maybe you should look up the term (basically it's usage in terms of video games).
Dynamic shadows....common last gen?Durante said:Dynamic shadowing in realtime computer graphics in general and video games in particular refers to shadows that are computed at runtime (as opposed to static shadows that are bre-baked into a lightmap during an offline process). As moving objects can't have pre-baked shadows, any shadow cast by a moving object -- such as a character -- is by definition dynamic. This was already common last gen.
Then there's self-shadowing, which means that an object can recieve shadows cast by itself. Like a character's arm casting a shadow on his torso. This was rare last-gen and is more common now, but presents artifacting problems in many cases, especially on human faces. (Eg. in Mass Effect)
Orthogonally to that, there is the distinction between hard and soft shadows, the latter being much more expensive to compute especially at high quality. Some relatively fast shadow map filtering techniques supported in current hardware produce dithering-like artifacts on soft shadow borders.
There, I took the time to clear that up to you in spite of you being adamant in your ignorance. That's my contribution to society for today :lol
:lolmr_nothin said:Dynamic shadows....common last gen?
Really?
Like PS2-last-gen?
Have you played Uncharted?
Dynamic shadowing as in what Uncharted has...
The type of shadowing that comes with a "unified global lighting system".
I dont think you're getting what I'm talking about.
EDIT:
Maybe I should say pre-baked AND/OR pre-calculated.
B!TCH said:You are still under the impression that I have an extreme stance on the issue. I don't. Using your own example, you are wearing one bracelet, not three or four or more as some of these characters are. You are wearing a Castro cap, one, not two or three or four. The character design in these games borders on the ridiculous because it goes beyond mere functionality or decoration. It's excessive and unbelievable. They are not well thought out character designs.
mr_nothin said:WTF...are you people kind of slow?
You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.
What would you people call the shadowing in Uncharted then?
"Awesome!! Rawr!"?mr_nothin said:WTF...are you people kind of slow?
You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.
What would you people call the shadowing in Uncharted then?
"Dynamic"?mr_nothin said:WTF...are you people kind of slow?
You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.
What would you people call the shadowing in Uncharted then?
Raging Spaniard said:
That's what I'm talking about...Durante said:Yes, dynamic shadows were very common on PS2.
A "unified global lighting system" -- I believe the phrase was coined by Carmack when talking about Doom 3 -- means that all shadows are dynamic.
So the PS2 had "dynamic" shadows too?bcn-ron said:"Dynamic"?
mr_nothin said:Lighting is flat.
mr_nothin said:So the PS2 had "dynamic" shadows too?
That's according to Durante...
So fantasy striving to actually build a detailed world with different cultures is bad now? Good thing old JRR wrote his stuff a while ago then!Assembly Required said:To post above: It's a goddamn video game.. comparing this to actual cultures that exist AND have actual meaning.
Of course they do... I give up. We clearly have a communication problem.mr_nothin said:So the PS2 had "dynamic" shadows too?
That's according to Durante...
He said common...Relaxed Muscle said:SH PS2 games, I'm pretty sure that have dynamic shadows
Yep there is...was just trying to break the communication barrier.Durante said:Of course they do... I give up. We clearly have a communication problem.
You're still not seeing it.mr_nothin said:That's what I'm talking about...
Everything is dynamic and not pre-calculated.
Ok so by the "bare bones definition" then I guess ps2 games did have "dynamic" shadows because they moved. They were still either pre-calculated/pre-baked shadows.
The way most people use dynamic shadows now is that the shadows arent pre-calculated "in any way". The shadows are affected by most, if not all, object and light sources around it. It's all being calculated on the fly, in real time.
You know.....like the difference between lighting in a Jak & Daxter game last gen, which had your kind of "dynamic" shadows, and the shadowing in Uncharted this gen which has the type of dynamic shadows that im talking about.
Durante said:So fantasy striving to actually build a detailed world with different cultures is bad now? Good thing old JRR wrote his stuff a while ago then!
Of course they do... I give up. We clearly have a communication problem.
clearly, you've never witnessed the modern young white male in a suburban environment that likes some niche variation of the metal music genre.Orlics said:AMAZING (despite my hatred for that habit of giving every otherwise masculine male very effeminate hair) ! Looks like they're using the same engine.
Darkpen said:what happened to this thread? I went from page 2 to page 17, and its like "oh shit, awesome" to "xenophobic retarded fashion police"
clearly, you've never witnessed the modern young white male in a suburban environment that likes some niche variation of the metal music genre.
:|
I swear, GAF's perception of character/fashion design and trends are so narrow sometimes.
I mean, really, the only complaint I would have is that Nomura-style thing where the characters look like asians that have been given a nose job, an eye-job, contacts, and hair-dye. But then again, that's just how anime is nowadays. So in a way, this is 3D anime. Just like Advent Children.
But I liked Advent Children, so this'll be awesome regardless.
Raging Spaniard gets a +1 from me. Props dude. Cultural differences ftw. Same thing can be said for the people that bashed Vaan's design for FFXII.