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Games With Best Lighting?

bridegur

Member
What games in your opinion have the best lighting? Why? Please post sample screens please, these threads are worthless without pictures.
 
If it ran better than 30fps (sometimes, if its lucky) I would say Splinter Cell.

Beyon that, its really a matter of the "kind" of lighting you are talking about. Realistic, interactive, textured, volumetric, etc...

Half-life 2 gets the award for using "bloom" correctly and not overdoing it. So I say HL2.
 
The most impressive lighting I've ever seen is RE4. The first time I walked through the village at night, when it was raining and the lighting is just unbelievable...I swear I completely forgot I was playing a game. In motion, at times it looked real!
 
Doom 3.

doom_3_h04.jpg


d109.jpg


The end.
 
are you talking about from a technical stand point or from an artistic stand point

because yeah DOOM 3 had some great lighting but i think alot of it, like most of doom3 was boring and not used artistically IMHO
 
The catacombs level in FarCry had really nice lighting, although the attacking pink fetuses detracted from the overall visual splendor.
 
I agree with PV.

I don't think it would be a very interesting thread to argue completely technically. Artistically, though, Half-Life 2 is probably my favorite, and with the HDR coming I think it will be absolutely unmatched as far as just looking spectacular.

Splinter Cell CT, Ico, Luigi's Mansion, Super Mario Sunshine, Rygar, GT4, PGR2, all feature some absolutely beautiful lighting as well, whether artistic or technical.
 
No its not. Doom3's lighting is damn amazing and conveys quite an atmosphere. And for a scare factor type game like Doom the lighting makes all the difference in its settings,it deserves its praise.
 
Say what you want about Doom 3's gameplay and character design (lord knows I have), but I think the lighting is definitely tops, both technically and artistically.

In fact the weaknesses of those first two aspects only reinforce for me how well done the lighting is. The tense atmosphere is almost entirely due to lighting and light effects (with some help from sound)--passages of pure darkness, lit only by your flashlight or the glow of an imp fireball? Following the sentry robot's headlight as it moved ahead of you, or the glow of that tube as it was transported down the hall? Almost all my favorite memories of the game have to do with lighting--it's very rare I can say that.

doom3_ss_16.jpg

hell4.jpg

doom051.jpg


I mean, come -on-, look at that shit! :)

Splinter Cell, Silent Hill, and a few of the REs are other good canidates.
 
Doom 3. I know a lot of people dismiss it automatically because of the general artistic choices but I'm still really impressed with what Carmack and co. managed to do. Screenshots are pointless in this regard because they look just like how normal lightmapped scenes do - in motion, when you see everything casting shadows and react to the moving ambient lights is where it really shines. Nobody else has done a unified lighting engine because nobody else even thought it could be done.
 
MarkMacD said:
Say what you want about Doom 3's gameplay and character design (lord knows I have), but I think the lighting is definitely tops, both technically and artistically.

In fact the weaknesses of those first two aspects only reinforce for me how well done the lighting is. The tense atmosphere is almost entirely due to lighting and light effects (with some help from sound)--passages of pure darkness, lit only by your flashlight or the glow of an imp fireball? Following the sentry robot's headlight as it moved ahead of you, or the glow of that tube as it was transported down the hall? Almost all my favorite memories of the game have to do with lighting--it's very rare I can say that.

doom3_ss_16.jpg

hell4.jpg

doom051.jpg


I mean, come -on-, look at that shit! :)

Splinter Cell, Silent Hill, and a few of the REs are other good canidates.


there is nothing amazing about the lighting in any of the pictures you posted
 
I mean, shit dudes.... how can anyone deny the godlyness that is doom 3 lighting ?

doom3.jpg


I should have upped it to ultra quality for the screenshot but it looks outstanding as it is on medium.
 
Technically Riddick, Doom 3 and Splinter Cell are kings. Infact, these are all games that rely on their lighting model to build up their gameplay.

Artistically (ie best lightmaps design), a good winner could be RE4.
 
I think its a little harsh to penalize Doom 3's lighting artistically since its breaking completely new ground on a technical level. Holding it to standards as creative as mapped lighting where developers have been required for years to make artistic choices to get the most out of the model isn't a good comparison. The art has to catch up to the tech first. In this case the tech has overwhelming merit though since it'll pave the way. Its a "first talkies" type milestone for videogame development.

To be fair I do think iD did do some nifty things from a design point, the aformentioned robot leading the way with its multi-directional high beam through the pitch black maintenence level being one. Simple but effective.

And yeah, screen shots are hardly going to do much justice to the quality of lighting in any game. Let alone one thats completely real time. :)
 
I think its a little harsh to penalize Doom 3's lighting artistically since its breaking completely new ground on a technical level. Holding it to standards as creative as mapped lighting where developers have been required for years to make artistic choices to get the most out of the model isn't a good comparison. The art has to catch up to the tech first.
I disagree - the type of tech has been used in games a long time before D3, on platforms with more limited hw, and still the designers managed to get more out of it.
 
hukasmokincaterpillar said:
I think its a little harsh to penalize Doom 3's lighting artistically since its breaking completely new ground on a technical level. Holding it to standards as creative as mapped lighting where developers have been required for years to make artistic choices to get the most out of the model isn't a good comparison. The art has to catch up to the tech first. In this case the tech has overwhelming merit though since it'll pave the way. Its a "first talkies" type milestone for videogame development.

To be fair I do think iD did do some nifty things from a design point, the aformentioned robot leading the way with its multi-directional high beam through the pitch black maintenence level being one. Simple but effective.

And yeah, screen shots are hardly going to do much justice to the quality of lighting in any game. Let alone one thats completely real time. :)

The thing is, Riddick actually pulled off the same kind of lighting model months prior to the release of Doom 3. It also made heavy use of pixel shaders for other effects (which Doom 3 did not). Riddick's lighting model is pretty much on par with Doom 3's and is only really held back by the fact that the world it is used in is geometrically simple.

Also, while nowhere near as robust, Silent Hill 2 (back in 2001) was the first game I can think of that featured projected soft shadows from all objects. However, shadows could only be cast from ONE light source (the flashlight). Still, unlike Doom 3, the game featured soft shadows and used those shadows in a very artistic manner.
 
However, shadows could only be cast from ONE light source (the flashlight).
SH2 shadows were cast from one light source for performance reasons - similar to why D3 shipped with non-shadowcasting projectile light sources. XBox Doom3 has a much lower number of shadowcasting lightsources then PC counterpart too.

But yep, underlying lighting model was quite similar - point lights + volume shadows, and that didn't stump the artists on that project :P
 
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