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Thread 106335765

204 posts 68 images /g/
Anonymous No.106335765 >>106335829 >>106335850 >>106335895 >>106335991 >>106336015 >>106336438 >>106336716 >>106336851 >>106337030 >>106338017 >>106338446 >>106339897 >>106343450
nvidia just invented shadows
will this shit ever stop?
Anonymous No.106335829 >>106335887 >>106335940 >>106335975 >>106338933 >>106339475
>>106335765 (OP)
Old games either use shadow very sparingly or use very low resolution shadow.
Anonymous No.106335832 >>106335853 >>106335854 >>106335865 >>106335872 >>106335875 >>106335884 >>106335921 >>106335981 >>106336334 >>106336553 >>106337332 >>106338233 >>106338507 >>106338520 >>106338554 >>106340064 >>106343249
why do so many effects in video games now need to be run in real time instead of being pre calulated?
Anonymous No.106335850
>>106335765 (OP)
Zoomer has been so brainrotted he thinks static baked shadows are dynamic.
We didn't always have everything glued down.
Anonymous No.106335853
>>106335832
because it's easier. why bother doing all the tricks we used to do for shadows when there's a button that makes "real" shadows?
Anonymous No.106335854
>>106335832
It makes dynamic worlds much more realistic. It is basically the natural progression.
Anonymous No.106335865 >>106335880 >>106336025
>>106335832
>Move a tree 10 inches to the right
>Here goes your lightmap, BAKE IT AGAIN.
Anonymous No.106335872 >>106335934 >>106336025
>>106335832
Dynamic lighting.
Also used for games that don't need it as it greatly speed ups development process - no need to bake stuff offline - you just click "Run" and see the effect of the change you just made immediately.
Anonymous No.106335875
>>106335832
>codtableshooting.jpg
Anonymous No.106335880 >>106335892 >>106343276
>>106335865
you know that machine learning is designed specifically to get trained and have that in cache pre rendered? right?
Anonymous No.106335884 >>106335934 >>106336025
>>106335832
It makes actual development a lot easier when you don't need to bake lighting on every iteration of a scene.
Anonymous No.106335887 >>106335903 >>106335924
>>106335829
I liked old school shadows, especially in the 1990s. If your character jumped that black circle was where they were going to land. It was practical. It was a gameplay function.
Guess you just have to guess with these new games. Yay realism.
Anonymous No.106335892 >>106335909
>>106335880
>just store pre rendered assets for a million different angles and distances
Anonymous No.106335895
>>106335765 (OP)
>another twitter screenshot thread about shouting non-issues to make things look like a big happening and conspiracy
Anonymous No.106335903
>>106335887
gameplay?
Anonymous No.106335909 >>106335926 >>106336329 >>106339512
>>106335892
yes, and? that is how technology is supposed to be used, you are just too fucking stupid to comprehend it and gulp too much jewish cum, u do not even know how fucking ram works
Anonymous No.106335921
>>106335832
>WHY DOES TECHNOLOGY KEEP INNOVATING???
Anonymous No.106335924 >>106335976
>>106335887
No one has problems precision jumping in Mario Odyssey, it turns out graphics aren't the problem, it's low IQ farmed out developers.
Anonymous No.106335926 >>106335935
>>106335909
I actually have no idea if it would fit into memory or not, intuitively it would not but we would have to calculate it.
Do you think it would fit? Is there an efficient way to compress it or something?
Anonymous No.106335934 >>106335948 >>106338417 >>106343289
>>106335884
>>106335872
not him, but can't devs see changes in real time using pathtracing, then export a baked version if dynamic lighting isn't needed? like why massively increase the requirements for a scene that isn't dynamic?
Anonymous No.106335935 >>106335955
>>106335926 LOL
you are so fucking stupid that you do not even comprehend it is few lines of code? it is literal KB worth of data for thousands of angles
i swear to god literal mongoloids post here
Anonymous No.106335940 >>106335996 >>106339660
>>106335829
Genshin Impact has dynamic shadows and can run on a fucking potato.
Just one example.
Anonymous No.106335948 >>106335956 >>106335957 >>106336118
>>106335934
Why the fuck would we want baked lighting in a dynamic video game? The premise is fucking retarded.
>no anon you can't interact with anything because they cast baked shadows, you just walk around like it's a museum, look but don't touch
What the fuck is seriously wrong with you that you don't even think about GAMES having DYNAMIC lighting
Anonymous No.106335955 >>106335979
>>106335935
retard
Anonymous No.106335956 >>106335964
>>106335948
we had dynamic lighting before path tracing
Anonymous No.106335957
>>106335948
Israel lost and you will never be a woman.
Anonymous No.106335964 >>106335968
>>106335956
And the last 8 years was static lighting
kill yourself
Anonymous No.106335968
>>106335964
?
Anonymous No.106335975 >>106336030
>>106335829
Doom 3.
Anonymous No.106335976 >>106335982
>>106335924
Because it does have this fake shadow under Mario, specifically left for that purpose.
Anonymous No.106335979 >>106336010
>>106335955
>i do not know shadow is the asset that can be reused 48364929578 times
instead of spamming irrelevant to discussion pictures, how about you learn about basics of programming?
Anonymous No.106335981 >>106336549
>>106335832
Because modern games are made by retards. They are lazy to make actual game engine on their own so they buy Unreal Kikegine 5 licenses and make their boring uninspired crap with it that is only good as show presentation but as for gaming experience its trash.
Anonymous No.106335982 >>106339616
>>106335976
seems like a solved problem then even with good graphics
retard
Anonymous No.106335991 >>106339804
>>106335765 (OP)
Novidyas progress is at a wall. They can't improve
so they had to make ray tracing & ai and add the 2 new chips into their GPU
Also pay companies to use them to say "wow look at the improvements"
Anonymous No.106335996
>>106335940
Yeah, dynamic shadows are not exactly new.
We had them back DX8/DX9, they tended not to be multi-light source compatible, though.
Anonymous No.106336010 >>106336023
>>106335979
But honestly, how do you reuse it? The post was about not having to do calculations in real time, you would need a lookup table with millions of shadows just for one object if you want to even approximately handle all the angles the player can realistically approach at.
If you just calculate stuff to manipulate the same asset, you are doing calculations again.
Anonymous No.106336015 >>106336377
>>106335765 (OP)
Go play Witcher 2 and 3, which were considered among the best looking games for their times. You'll notice a ton of objects don't cast shadows. Shadows were basically a la carte. Raytracing is as close to a universal solution as you'll get.
Anonymous No.106336023 >>106336070
>>106336010
>what is machine learning i am retarded please help
Anonymous No.106336025 >>106336062 >>106343310
>>106335865
>>106335872
>>106335884
Yet game development takes longer than ever with all this "easier" and "better" shit
Anonymous No.106336030 >>106336257 >>106340884
>>106335975
Yep, Doom 3 had dynamic shadows, though it was essentially rendering the models twice (one black) to do so. You'd have to do that for like every light source for more complex lighting scenes, though. Part of the reason Doom 3 was cramped and dark was to keep the graphics load under control.
Anonymous No.106336062 >>106336120 >>106336368
>>106336025
Use your brain, I know you can do it anon. If lighting is objective faster to do now then it must be taking longer because....
Anonymous No.106336070 >>106336100
>>106336023
That's still a calculation. I think I misunderstood what you meant given the context of the original post.
Anonymous No.106336100 >>106338766
>>106336070
>what is NeRFs, NRC, DDGI
again, get educated before speaking
u are worse than lazy developers u defend
kys now
Anonymous No.106336118 >>106336151
>>106335948
You are a dunning-kruger, in practice these path traced lighting solutions actually require a STATIC scene, it costs way too much frame time to rebuild the acceleration structure for the environment every frame if it's a dynamic environment
Anonymous No.106336120
>>106336062
...because the developers are incompetent, lazy, stupid and retarded.
Anonymous No.106336151 >>106336202
>>106336118
It's actually hilarious how much dunning-kruger this reply is. Did you really just put your hand in the cookie jar and pull out buzzwords and think I wouldn't notice?
Anonymous No.106336202 >>106336232 >>106336239 >>106336310
>>106336151
Go on, tell me where I'm wrong. I've written a 3D engine from scratch, but please educate me.
Anonymous No.106336232 >>106336274
>>106336202
For starters you don't mix actual static geometry with dynamic geometry. For example, you don't rebuild the entire scene of a kitchen when a plate is moved, you only have to rebuild the node where the plate is. Also, you should refrain from trying to appeal to credentialism especially when even a 16 year old can "make" a "3d engine".
Anonymous No.106336239
>>106336202
the only thing you have done is scratch your 3D ass
Anonymous No.106336257 >>106336271 >>106336320 >>106336334
>>106336030
Doom 3 came two decade ago. Whatever performance issues it presented before aren't relevant now.
Anonymous No.106336271
>>106336257
More and more shit has been added since then.
Anonymous No.106336274 >>106336294
>>106336232
>For starters you don't mix actual static geometry with dynamic geometry. For example, you don't rebuild the entire scene of a kitchen when a plate is moved, you only have to rebuild the node where the plate is.
Then you still have a static environment. I am a bit confused why you think being able to move a plate around is novel
>Also, you should refrain from trying to appeal to credentialism especially when even a 16 year old can "make" a "3d engine".
Yes a 16 year old can slap together libraries, I challenge you to find one that has actually build a full game engine from scratch
Anonymous No.106336294 >>106336349
>>106336274
Walk around your house and consider how your floor is static despite you moving things around. Contemplate how this might make a game more immersive rather than baking lighting for everything including plates. So yes, I like my games to have many interactable things. :) Yes, when I have a gun, I want to shoot the plates.

>Yes a 16 year old can slap together libraries, I challenge you to find one that has actually build a full game engine from scratch
He wrote, without proof, in text.
Anonymous No.106336310 >>106336349
>>106336202
Let's see your engine.
Anonymous No.106336320 >>106337719
>>106336257
Doom 3 used per pixel lighting that has linear performance requirements per light source and has no modern lighting requirements like bounce lighting, soft shadows and global illumination. Ultimately it looks like it's lit like a stage play with harsh shadows and stark lighting. Good enough for a horror game like Doom I guess, not great for other games.
Anonymous No.106336329 >>106336489
>>106335909
Technology is supposed to advance and make things easier. This is it. The only real problem here is how many framerates it takes, and that will be fixed with time.
Anonymous No.106336334
>>106335832
This. I'm genuinely baffled as to why Silent Hill 2 of all games needed Lumen
You have like 2 lighting conditions to worry about, foggy day and foggy night. Can you not just lerp different lightmaps and spherical harmonics together
>>106336257
multipass rendering and stencil shadows actually becoming increasingly worse performing as polycounts, render distances and light counts increase
it's a dead technology for a reason
Anonymous No.106336349 >>106336393 >>106336458
>>106336294
>>106336310
>you shouldn't rely on credentialism
>HALT, show me your credentials!

Also, the conversation is about whether dynamic lighting actually enables more dynamic scenes. It doesn't. It makes moving things around your scene far more expensive then before. Let's not get away from the point being refuted.
Anonymous No.106336363
>chinktech
Anonymous No.106336368
>>106336062
They still need to do normal lightning. Wait until devs can make games with only ray/pathtracing and you'll see an effect.

Well, for non-AAA games, at least. AAA devs will still be fiddling over tiny bullshit for 10 years because lf muh immersion or some gay bullshit. Indie devs will be the ones really reaping the benefits of easy good lighting.
Anonymous No.106336377
>>106336015
Things don't cast shadows in Witcher as an optimisation method.
There was nothing preventing them from running shadow calculations for all lights on all trees kilometers in the distance... and while utterly retarded, it would still end up cheaper to compute than the raytraced bullshit.
Anonymous No.106336393 >>106337576
>>106336349
Except it does, because people want high quality, dynamic lighting and lots of dynamic objects. You're the one who thinks it's not a problem that you can't turn on or off the lights or that everything that casts a shadow is bolted down in a VIDEO GAME. And this would be your actual argument if you argue for baked lighting, your assertion is we don't need DYNAMIC THINGS in a VIDEO GAME. We used to literally be able to destroy everything in a video game and even shoot out lights because we could. And you're like "durr we don't need those things, I like walking simulators *drool*", in reality, what you are is an example of Zoomer revisionism, I bet you started playing games in 2019.
Anonymous No.106336438
>>106335765 (OP)
>do we really need it
Depends entirely on the context and what the developers goals were. In basic games? Yeah it's worthless, unless the developers intentions are to create a hyper realistic world. Does it need to be on every game? Absolutely not.

Does it not needing to be in Super Mario mean we should kill the technology because it makes you upset? Absolutely not, that is a retarded line of thought that stagnates any progress.
Anonymous No.106336458
>>106336349
>It makes moving things around your scene far more expensive then before.
Sure. So did having dynamic hair.
Anonymous No.106336489 >>106336542
>>106336329
>technology is supposed to make things easier
said nobody ever
Anonymous No.106336495 >>106336511
Every time a new graphics technique has been introduced it has come at a cost. After a few years they just become the norm.
That's all that is going on here.
Anonymous No.106336511 >>106338560
>>106336495
>i am retarded and i dont understand anything
go back to v
Anonymous No.106336542 >>106336551
>>106336489
No, for most of history that was the only intention. Some guy was doing something, he wanted to have an easier time doing it, so he made tools to do it. I.E using logs and ropes to move big rocks around instead of just trying to lift or push it around like tards. Abcuses, computers were made to do our math for us. Etc, etc.
Anonymous No.106336549
>>106335981
>so they buy Unreal Kikegine 5 licenses
stalker "2" is such a hilarious example of this
Anonymous No.106336551 >>106336598
>>106336542
whatever your headcannon is little budy, but let me tell you, installing electricity or a light bulb newver was easier than lighting a candle
you are just a moron
but i am not gonna lower myself and argue with a moron
Anonymous No.106336553 >>106338524
>>106335832
Its worse than that, its more like effects are calculated post render instead of during render with forward rendering because modern game engines are a joke. Deferred rendering was a mistake.
Anonymous No.106336589 >>106336597
>Nvidia decides to invest in tech X
>AMD as always lags behind and pretends that tech X will never be widely adopted
>tech gets widely adopted
>AMD shills that tech is not needed/necessary until AMD catches up
every single time
Anonymous No.106336597 >>106336605
>>106336589
OMG NVIDIA INVENTED TECH OMG
Anonymous No.106336598 >>106336612
>>106336551
only if you're a moron and don't know how to long term think
>durr what takes longer, handling, managing and lighting 3650 candles (1 candle a day for 10 years) or wiring a light bulb
It only takes basic critical thinking and long-term planning to understand why people choose a light bulb.
Believe it or not, you should think more than what will happen in the next 5 minutes.
Anonymous No.106336605 >>106336612
>>106336597
read it again
Anonymous No.106336612 >>106336621 >>106336705
>>106336598
not reading, you are retarded
kill yourself
>>106336605
OMG OMG NVIDIA INVENTED OMG NVIDIA OMG NVIDIIIAAAA OMMMGMGGGG JENSEN HUYHAHBNNBBGGG
Anonymous No.106336621 >>106336647
>>106336612
here is a hint: I said inveSt not inveNt
two different words
Anonymous No.106336647 >>106336665
>>106336621
hint kill yourself moron
go start your ayymd nvidiot flame wars in other thread such as pcshillgeneral
Anonymous No.106336665 >>106336712
>>106336647
it's ok anon
I would be angry too if I'd misread something twice and the other person had to point out my mistake
Anonymous No.106336705 >>106336712
>>106336612
>whatever your headcannon is little budy, but let me tell you, installing electricity or a light bulb newver was easier than lighting a candle
This was your assertion verbatim. Read what you write. Don’t worry anon, I know you can only think in TikTok-length bursts, so I quoted it for you to keep it safe in your context window. :)
Anonymous No.106336712 >>106336718 >>106336732
>>106336665
BOROOO BROOOO NVIIDIIIAAAA

AAYY MMMDDDD
BROOO NVIDIAA
BROOO THE THING
OMG NVIDIAAAA
BROOO AYMD

>>106336705
did not read kys keep your headcannon to yourself nobody cares about you loser, fat balding unwanted shwarty with no cunny gf
kys
Anonymous No.106336716 >>106336725 >>106336730
>>106335765 (OP)
I also wondered why shadows and lighting were always pushed so hard. Like who the fuck even gives a shit about those 2 specific things?
At some point games just stopped looking better, and then they started pushing this dynamic lightning shit on us to give us a placebo, meanwhile old devs probably spent 10x the time on trying to make textures look good with a fraction of the hardware power and now they don't even look any better than a game from 2005.
Anonymous No.106336718 >>106336753
>>106336712
I know you can't read, that's why I replied with what you wrote.
Anonymous No.106336725
>>106336716
argument for this is that we have reached peak in everything else, yeah, i know how retarded that sounds but that is what shills unironically belive and say
Anonymous No.106336730
>>106336716
Gee whiz I wonder why people consider Half-Life 2 to be the most immersive and dynamic video game and why Call of Duty: Baked Lighting 2 is not.
Anonymous No.106336732 >>106336753
>>106336712
clearly reading is not the only thing you struggle with
please reply to this post humiliating yourself further, it's very amusing
Anonymous No.106336753 >>106336767
>>106336732
>>106336718
nigger nigger nigger
cope cope cope
cry cry cry
spam spam spam
low iq
brown
unwanted
fat
never fucking 15yo
kill yourself
butchered micropenis cock
Anonymous No.106336767 >>106336773
>>106336753
keep going
Anonymous No.106336773 >>106336785
>>106336767
>please insult me more
yikes
Anonymous No.106336785 >>106336795
>>106336773
>insult
is that really what you think you're doing?
Anonymous No.106336795 >>106336807
>>106336785
> i le own you
you are so low iq idiot
no wonder you are unemployed
keep seething
bye
Anonymous No.106336807
>>106336795
so now you feel "owned" why would that be anon? I thought you said you were insulting me
Anonymous No.106336811
>raytracing bad
always means
>im a poorfag who can't afford a good computer
and nothing else. Laugh at poorfags.
Anonymous No.106336851 >>106337001 >>106337018 >>106343347
>>106335765 (OP)
How did they do this in 2004? Have we lost the technology?
Anonymous No.106337001 >>106337024 >>106337061 >>106337088
>>106336851
>how did they manage old looking graphics in this old game
Quite the mystery.
Anonymous No.106337018 >>106337061 >>106337088
>>106336851
by not having shadows and lots of manually placed point lights and then set bloom to 100 and let ambient occlusion do some of the work?
Anonymous No.106337024 >>106337088
>>106337001
back in the day we did not need eceleb shill faggots to tell us what actual "improvement" is
Anonymous No.106337030 >>106337088
>>106335765 (OP)
Jewvidia answer
>Gaming?
Anonymous No.106337061 >>106337112 >>106340952
>>106337001
>>106337018
How?
Anonymous No.106337088 >>106337109 >>106343324
>>106337001
>>106337018
>>106337024
>>106337030
We need to all go sub to Threat Interactive and beg developers to go back 20 years on tech, look at what they took from us.
Look there's even reflections that are correct and the game runs at 20 zillion fps on my gtx 970.
Anonymous No.106337109
>>106337088
same can be done today with much less effort since machine learning is so widely available, but shills and morons in this thread will tell you otherwise
Anonymous No.106337112 >>106337148
>>106337061
What do you mean "how". It's non-existent lighting. Wouldn't be shocked if it's all handpainted.
Anonymous No.106337148 >>106337155 >>106337190
>>106337112
Consider this
Anonymous No.106337155 >>106337178 >>106337192
>>106337148
>non shadow casting point lights on a forward render pass
Anonymous No.106337178 >>106337192
>>106337155
Also it's so hacked together it doesn't follow any sort of light theory. So it's either some sort of screen space effect or other hack. This makes zero sense, that's not how lights work, so an artist hand placed some hacks into a level. I shouldn't have to explain why this doesn't scale.
Anonymous No.106337190
>>106337148
I'm considering this. It looks like the walls are painted with some blackhole paint since it sucks all light that should bounce into it.
Anonymous No.106337192 >>106337216
>>106337155
>>106337178
Anonymous No.106337216 >>106337262 >>106337629
>>106337192
Are zoomers really perplexed by hand painted textures, hand placed point lights, and emissive textures that pretend to be light sources? You know you can watch a Youtube video about it I'm sure. The point is these levels are obviously hacks and lots of manual labor. Those rocks, for example, are hand painted and don't react to any lighting.
Anonymous No.106337262 >>106337270 >>106337392
>>106337216
It's path tracing through an rtx remix mod. I just wanted to see if you niggers would notice
https://www.moddb.com/mods/i-ninja-remixed
Anonymous No.106337270
>>106337262
oh one of those gotcha because you're a dumb nigger that doesn't know what reflections and bounce lighting is?
Anonymous No.106337332
>>106335832
>real time
>look inside
>the past ~5s of lighting
Anonymous No.106337392 >>106337418
>>106337262
lol aruging about this on g is so pointless
it will end up if you do not buy 5090 u poor that is it, all there is to it, there is no technological discussion to be had here
Anonymous No.106337418
>>106337392
that's not an argument, that's a demonstration of
a) they don't actually understand the benefits of raytracing
b) they are making a strawman about of the misuse of raytracing

It's actually highly appropriate on /g/ given people make technical bait posts all the time.
Anonymous No.106337576 >>106337626
>>106336393
Holy shit you are so illiterate. If you can't read between the lines RT lighting solutions are only "dynamic" when the scene is "static". It's a monkey's paw.
Anonymous No.106337623 >>106337640 >>106337675
why shouldn't they use new tech? rtx is almost 10 years old.

>nooo you must fake and bake it like our grandfaterd did, j-just because!!1
please google some old games and realize how ugly they look now compared to modern games.
Anonymous No.106337626 >>106337653
>>106337576
oh they don't have interactable objects in Cyberpunk?
Anonymous No.106337629 >>106337658
>>106337216
Aside from the fact that the other dude revealed its not actually manual in this case, literally whats stopping them putting such a degree of effort into it again? Really whats the point of another slop of duty release every 6 months that they can just copy paste? Who needs this shit? Just so they can squeeze out another couple of dollars?
Like these big studios have thousands of employees working on titles, yet no talent left, no wonder everyhing is just copy pasted shit
Anonymous No.106337640 >>106338465 >>106338560
>>106337623
baking everything isn't even how it was done, the 2004 to like 2012 was all dynamic lighting whenever possible with Doom 3, Fear and Half-Life 2 spearheading it, it wasn't until obsession of photorealism happened that they started regressing to baking everything
Anonymous No.106337653
>>106337626
>but you can move a plate
Anonymous No.106337658 >>106337711
>>106337629
What the fuck, how are you so bad faith? He didn't demonstrate anything, it was a strawman gotcha by purposely showing an extremely poor implementation of ray tracing that doesn't look better than baked lighting. If you don't understand how this is a disingenuous straw man argument you're either extremely stupid or you're a liar.
Anonymous No.106337675 >>106337711
>>106337623
Anonymous No.106337711 >>106337746
>>106337658
I didn't have any agenda other than seeing if niggers itt could differentiate between old techniques and new techniques.
>extremely poor implementation of ray tracing
I would honestly argue the opposite on this, the modder implemented rt without totally changing the look of the game. He did such a good job in fact that one you retards was sitting there pointing out limitations of baked lighting when there wasn't any.
>>106337675
game on the bottom is "forced" rt btw
Anonymous No.106337719
>>106336320
For soft stenciled shadows:
https://jankautz.com/courses/ShadowCourse/08-SoftShadowVolumes.pdf
Not going to get use these days, but pretty neat.
Anonymous No.106337746 >>106337763
>>106337711
okay you picked the liar route
Anonymous No.106337763
>>106337746
Anonymous No.106337776 >>106338195
>Makes a thing look worse
>OMG INNOVATION NVIDIA DID IT AGAIN

Tired of staring at ugly, unrealistic, burnt, and gray tinted surfaces get?
Anonymous No.106338017
>>106335765 (OP)
I think the idea is that those statues and the background are all one model, widely used real-time lighting techniques don't self-cast shadows
Anonymous No.106338195
>>106337776
>>Makes a thing look worse
>>OMG INNOVATION NVIDIA DID IT AGAIN
Name one example from the last decade
Anonymous No.106338233
>>106335832
>Why does an interactive medium strive to use interactive solutions
Anonymous No.106338417 >>106343304
>>106335934
they do this already. the 2nd problem with baked lighting is that you need your meshes to have lightmap uvs which is tedious and also prone to artifacts and such.
Anonymous No.106338446
>>106335765 (OP)
>pathtracing on
wait...is that a penis
Anonymous No.106338465
>>106337640
are you a bot? half life 2 was almost all baked lighting. baked lighting has been in everything since forever. it was vertex colors in n64 era games. then lightmaps for direct+indirect. then dynamic direct + lightmapped indirect. fully dynamic indirect lighting is still a pipe dream that has issues.
Anonymous No.106338507 >>106338766
>>106335832
How do you precalculate shadows from the room's lighting and from an item the player is holding, both of which may change?
Anonymous No.106338515
Bros, mirrors are back on the menu
Anonymous No.106338520
>twitter screencap thread
>nobody involved comprehends that this new feature is about lighting casting shadows, including ray/pathtraced bounced/indirect lighting
Go into a pitch black room. Turn on a flashlight. Point it at the ceiling. Notice how the light bouncing off the ceiling still causes shadows to be cast from any objects on the walls or floor. That's what this tech is for.

>>106335832
Because you're fucking stupid and can't comprehend why something would be done in real time, capable of being dynamically altered based on what's happening.
Anonymous No.106338524 >>106339715 >>106339876
>>106336553
are there any forward rendering games
Anonymous No.106338554 >>106338882
>>106335832
Every optimization is a trade-off, in case of baking you save CPU\GPU cycles for the cost of game size. It's suitable only for certain games
Anonymous No.106338559 >>106340553 >>106341001 >>106342575
This screenshot alone is insane on so many levels and would be impossible to pre-bake or do universally without path tracing. And for the dev, this is all just derived from their material settings, so even low-budget games can get access to this level of fidelity.
Anonymous No.106338560 >>106338875
>>106336511
You don't need to describe yourself like that. >>106337640
All those games had static lighting out the ass. Dynamic point lights doesn't change that. HL2 in particular, every single level's lights are baked raytraced passes.
Anonymous No.106338766 >>106339370
>>106338507
>>106336100
Anonymous No.106338875
>>106338560
Doom 3 had no baked lighting.
He's completely retarded about HL2 tho. Most lights were baked there.
It's almost always been a mix of baked and limited dynamic lights.
Anonymous No.106338882
>>106338554
unity looks better than origins
Anonymous No.106338907 >>106338926
arent people happy that we got over the LCD hell period of display and video game technology?
No more gray blacks
Games can have actual darkness now that people use oled monitors to elevate the experience instead of foucing on making ips panel graded games.
You get HDR from the oled panels and the games support HDR.
Then better yet you dont have to suffer screen space reflections on your oled monitor thanks to RT.
Anonymous No.106338926 >>106338939
>>106338907
Mini led is great
oled is a meme for nigger cattle
Anonymous No.106338933
>>106335829
go play fear you fucking retarded frogposter
Anonymous No.106338939 >>106339002
>>106338926
sure if you really need brightness and cant manage burn in risks but oled is objectively better
you move a mouse cursor over a black background and its pixel perfectly lit instead of having a dimming zone being lit up around it which bleeds through, and VA has much worse pixel response
Anonymous No.106339002 >>106339445
>>106338939
>lit up around it which bleeds through
will never notice this 99.99% of the time
>much worse pixel response
don't care it's good enough on nearly all modern screens.
Anonymous No.106339370
>>106338766
Why fuck with that when RT/PT exist?
Anonymous No.106339433
I have a question for rt haters. If everything they're doing now was achievable before, why wasn't it in games?
Anonymous No.106339445
>>106339002
they're pushing rgb miniled backlights for hyper expensive TVs right now. Samsung is asking 30k $ for some 110" backlit tv

but on monitor front theres 500$ oleds, the miniled monitor market is squeezed out of any potential profits unless its some chink factory who produces a million panels on their own and also has their own brand they sell them globally
Anonymous No.106339475 >>106339520 >>106339573 >>106340565
>>106335829
Anonymous No.106339512 >>106339573 >>106343360
>>106335909
>yeah lets reinvent rendering so nvidia can keep being a monopoly
Anonymous No.106339520 >>106339529 >>106339573
>>106339475
Anonymous No.106339529 >>106339535 >>106339573 >>106339573
>>106339520
Anonymous No.106339535 >>106339555 >>106339573
>>106339529
My image has suspiciously no shadows.
Anonymous No.106339555 >>106339559 >>106339573
>>106339535
>bro everything should throw shadows bro
Anonymous No.106339559 >>106339573 >>106339589
>>106339555
So you're reduced to:
"No, things shouldn't have shadows, only the main character".
Anonymous No.106339573 >>106339596
>>106339475
>>106339512
>>106339520
>>106339529
>>106339529
>>106339535
>>106339555
>>106339559
2004, it's over rtx chuds.
Anonymous No.106339589
>>106339559
>everyone is one single person in this thread
Anonymous No.106339596 >>106339620
>>106339573
Anonymous No.106339616 >>106339626
>>106335982
He's saying that Odyssey has the cirular shadow like old games, retard.
Anonymous No.106339620
>>106339596
2001
Anonymous No.106339626 >>106339652
>>106339616
Almost like you can use gameplay shadows and modern lighting together, it's crazy
Anonymous No.106339652 >>106339667
>>106339626
But do devs use those techniques together?
Plus, bet my whole ass that odyssey has baked lighting since you know, neither the OG switch nor the 2 have the power to do memetracing lighting.
Anonymous No.106339660
>>106335940
Genshin impact doesn't run on a potato.

Try using ayaka and kazuha's ults at the same time, while also using childe's e and while it's raining outside.
Framerate drops immediately.

Also, for some reason this 1080p chinese cartoon game needs 100GB of space.
TF it needs all that space for?
Anonymous No.106339667
>>106339652
That's not what I said, do you eat shit? That's a non-sequitur, I don't' care what some Jeet they pay $3/hr does in a modern game.
Anonymous No.106339679
what if instead of expensive rendering techniques and monitor tech to create sense of pleasure in peoples brains we just used chemicals that directly stimulate their brains pleasure centres
it'd same so much time and effort while being way more effective at the task
Anonymous No.106339715 >>106339822 >>106339876
>>106338524
Doom Eternal and Half-Life: Alyx off the top of my head
Anonymous No.106339804
>>106335991
They didn't make any of these things, some of these techniques have been in textbooks longer than Nvidia has existed.
The reason why it wasn't been utilized in mainstream games is because hardware and software weren't powerful enough, they still aren't. Even today it's selectively applied and the performance cost is still too high for even their best hardware.
Anonymous No.106339822 >>106339876
>>106339715
Isn't it funny how the primarily forward rendered games have both massively superior performance AND look better than the primarily deferred rendered slop?

It's almost like forward rendering is the better technique, and deferred rendering is the easier technique but with shitty results.
Anonymous No.106339876 >>106340414
>>106339715
>>106339822
>>106338524
>implying new games are forward rendered when forward rendering is what was replaced by deferred rendering nearly 20 years ago
Anonymous No.106339897
>>106335765 (OP)
Blade of Darkness had a lot of shit down before anybody else.
Anonymous No.106340064 >>106340175
>>106335832
prebaked lighting gave us Mirror's Edge, which I think is the most beautiful game ever made.
sure you could recreate it with current real-time lighting pretty faithfully. but it couldn't have been made today. it was a product of its time.
Anonymous No.106340175 >>106340232
>>106340064
Why do you faggots suck this shit off so hard?
>cubemap reflections
>gameplay is shit
>99% of the visuals of any level are flat colors and it sticks to the rooftops so anything actually complex doesn't give away the illusion
>muh bloom
Anonymous No.106340232 >>106340808 >>106343335
>>106340175
it's unique. quite literally looks nothing what came before it.
and altho I hate the combat, they nailed the first person platforming. go play another FP game with rolling or ledge grabs, you'll see how good ME had it.
Anonymous No.106340414 >>106340808
>>106339876
are you retarded? Both those games are fully forward rendered excluding TAA. The implication was deferred rendering is shit and I cant wait for the market to move on as memory is becoming the new constraint in engines. It wasnt replaced, differnt engines can have different approaches and do, The forward rendered engines tend to be in house engines with great performance.
>replaced by deferred rendering nearly 20 years ago
It didn't even become the norm until the the mid 2010s. Just because Shriek used it doesn't mean it was the norm.
Anonymous No.106340553
>>106338559
Just duplicate the room and put a mirrored character model on the other side, do a portal and mess with the presentation again. Boom, nonparh tracing, would look just as good and 9999+fps
Anonymous No.106340565
>>106339475
This and SMT III Nocturne as well.
Anonymous No.106340808 >>106340839 >>106341862
>>106340232
How is it unique? Solid color shit has been around since 5th gen.

>>106340414
>nooo forward rendering is totally still being used despite these games having features that require deferred rendering
Anonymous No.106340839
>>106340808
yet you failed to attach a screenshot of even one game that looks remotely like mirror's edge
Anonymous No.106340884
>>106336030
The downside is that the games will only have two shades of brightness, dark and not dark.
See Halo 2 in which everything looks flat as fuck because the shadow goes unused.
Anonymous No.106340952 >>106340966 >>106340981
>>106337061
It's pre-backed. In most games, light sources aren't moving so shadows require very little power. Modern games put day-light cycle and moving sun to fucking platformers or military shooters. Complete mess.
Anonymous No.106340966 >>106341014
>>106340952
whats the point to glaze old games with baked lighting
you know the average person who cries about pc component costs arent interested in playing old games, they to play the new stuff everyone talks about
Anonymous No.106340979 >>106341006
Remember when (((they))) convinced the gentiles to buy two (2) graphic cards to run them on "SLI" to get an amazing 30% better performance? RTX/Tracing is the new SLI.
Anonymous No.106340981
>>106340952
The screenshots are of a path traced rtx remix mod, it's called a false-flag attempt.
Anonymous No.106341001
>>106338559
Mirrors do not require ray tracing.
Anonymous No.106341006
>>106340979
>RTX/Tracing is the new SLI.
Even amd is embracing it.
Sony wants heavy rt/path tracing and ai up scaling to be in every game next gen.
Anonymous No.106341014
>>106340966
I am not talking about old games being better. I am talking about modern devs being too lazy to disable unreal engine features they don't need.
Anonymous No.106341041 >>106341409
>zoomers believe that reflections in puddles are impossible without rtx
Anonymous No.106341320
oof
nvidia lost hard. that's what you get when you hire browns and j*ws
Anonymous No.106341409
>>106341041
guys how the FUCK did nintendo do that without nvidia rtx 10000 and accelerated pathtracing cores
Anonymous No.106341764
All I know is that games from 2015 still look better than modern trash, so this fascination with new graphics techniques is puzzling.
Anonymous No.106341862
>>106340808
> despite these games having features that require deferred rendering
There you go being retarded again. What feature? none, because there aren't any. The games I listed are 100% forward rendered, some even have ray tracing. Want more? Forza, CS2 and Valorant also use forward rending. Stop making /g/ more of a joke than its already become.
Anonymous No.106342575
>>106338559
and yet they can't fix that finger clipping thru the lighter
Anonymous No.106343249
>>106335832
>now need to
because devs never wanted to use smoke and mirrors to fake and effect that happens in the real world they simply wanted parts of the real world in the digital world
baked shadows/lighting is cope that you cant have realtime shadows/lighting
so now that real time is possible devs are going to use it
you simply dont understand why past technology was made or used in the first place
Anonymous No.106343276
>>106335880
>blah blah blah AI blah blah blah
kill yourself
Anonymous No.106343289
>>106335934
>not him, but can't devs see changes in real time using pathtracing, then export a baked version if dynamic lighting isn't needed?
but thats doing more work which costs more money which is never desired
sure it would be "better" for the consumer but the market has shown the consumer doesnt really care, so why should the dev work harder for a customer that doesnt care about the extra work?
Anonymous No.106343304
>>106338417
everyone who shits on ray/path tracing has no idea how their "beloved baked lighting" is actually made and how much work goes into making it look even half decent
by saying "fuck ray tracing i want baked lighting" you are saying "i want devs to gimp their vision and not have dynamic lighting and do MINIMUM 3x the work"
Anonymous No.106343310
>>106336025
>Yet game development takes longer
yes because now they can focus on other parts of the game
Anonymous No.106343324
>>106337088
original xbox game btw
Anonymous No.106343335
>>106340232
>it's unique. quite literally looks nothing what came before it.
literally stole de blob's entire design language which came out a year prior but ok
Anonymous No.106343347
>>106336851
low poly + baked + smoke and mirrors
next question?
Anonymous No.106343360
>>106339512
>reinvent rendering
?
the industry has been working towards real time rendering for the last 50 years anon
baked rendering is cope because real time rendering tech wasnt good enough yet
Anonymous No.106343450
>>106335765 (OP)
Man I remember playing call of duty on Nintendo DS with my dad and we were amazed by the realism