how was this possible on the PS2?
>>11871631 (OP)Why are you using a camera mod?
Hey buddy let me google that for you
pressive effects, particularly in games like Tom Clancy's Splinter Cell: Pandora Tomorrow, which was the first game to use moving dynamic lighting on the console. This involved effects like torches casting light and shadows realistically, and even rotating fans casting shadows on the player character. While not a full-fledged physically-based rendering system, PS2 games could achieve a sense of dynamic lighting through clever techniques like animating textures, using transparent overlays, and faking lighting effects with color changes.
Here's a breakdown of how dynamic lighting was achieved on the PS2:
Real-time Rendering:
While static lighting (like ambient light or distant sunlight) was often baked into the level geometry, dynamic lighting, such as lights from a torch or a moving object, was rendered in real-time.
Shader Effects:
Games used shader effects to simulate lighting and shadows, often by animating textures or applying color tints to objects based on their position relative to light sources.
Limitations and Techniques:
The PS2 had limitations in its graphics hardware, so developers often employed tricks like using transparent textures that overlaid the scene to create the illusion of lighting, especially around light sources.
Example:
Splinter Cell: Pandora Tomorrow demonstrated dynamic shadows cast by rotating fans and a player's own flashlight, showcasing the PS2's ability to handle these effects.
Beyond Shadows:
Dynamic lighting wasn't limited to shadows. Games also used it to change the colors of objects based on their position relative to a light source, creating a sense of illumination.
has to run on VU1, because the EE (Emotion Engine) will choke on per-triangle dot products at 60fps. So you write a VU1 microprogram to do all your lighting logic in vector registers. Don’t forget to stream your vertex data through DMA properly or you’ll stall the pipeline.
No shaders on PS2, so projecting a flashlight beam texture (with radial falloff or flicker noise) has to be done manually. You pre-warp the UVs so it looks like it’s being projected onto geometry, then you blend it in using a GS alpha blend mode (likely ADD_SRC_DST or similar).
Some games (like Silent Hill 2) draw a textured cone mesh aligned to the player’s view vector. This is literally a physical cone mesh you render into the scene with an alpha-masked texture that fakes beam falloff.
No shadow maps. No stencil shadows. If you want shadows, you have to extrude polygons in the opposite direction of the light and render black geometry.
This has to be sorted by hand to avoid Z-fighting, because PS2’s Z-buffer is flaky and expensive. Some devs didn’t even use one just careful draw ordering.
>>11871631 (OP)Irrelevant time wasting question.
>>11871662Ai sloppa for human sloppa
that's the pc version you fucking retard.
>>11871631 (OP)>>11871662That's the PC version which uses per-pixel lighting
The PS2 versions of both SH2 and SH3 use vertex lighting and you can see thing lighting up triangle by triangle
>>11872448>>11872476This, I could sorta tell but the 480 height on the OP image had me fooled. I'm guessing OP did that intentionally
It was possible in 1996 (yeah, MW2 was released in 1995 but it was D3D version a year later that got dynamic lighting).
OP keeps shilling that SH camera mod for a couple of days now for whatever reason.
While I realise Shattered memories came out later than 2007 it still came out on ps2.
What shadow/lightning technique did it use?
>>11873235no such mod has been posted schizo.
>>11873235It sounds like it'd be garbage, like, if you don't have the camera fixed, you probably just see enemies standing there waiting to spook you before being triggered
>>11873984You can do that in the original since the mannequins are frozen and passive until they're activated. You just need to hit L2 to reposition the camera so it's directed forward.
>>11874008Yeah, that's true. But with the mod it must be even worse
>>11874015>>11873984True fans will know that the og in fact invented the over the shoulder camera.
>>11873984I don't even understand why people would want to have to move the camera when the game is designed in a way where you don't have to
>>11874194L2 moves the camera to "search" and may people periodically tap it to readjust it, or hold it down to move it where you want it to. The game was already experimenting with camera movement as it was.
>>11871631 (OP)It was a combination of tricks: vertex lighting + something like mesh shadows, they weren't realistic in the same way as shadows in Shenmue
Zoomers really got brainwashed by NVIDIA and think only those fancy new cards are capable of effects that have existed for years
>>11874438It's a crazy thing but all of these faggot new marketing terms stem from the history computer graphics and 3d animation lmao. Maybe they should google up Jimm Blinn and others but that would be too much for them.
They have never heard of software ray tracing either because Ray Tracing is Nvidia(tm) Trademark now apparently.
PS2 used vertex lighting which should appear as individual polygons being lit up rather than the per-pixel lighting used in this version.
SH1 and SH3 were the same with their lighting.
>>11874438nah it's not that. most people assume dynamic lighting first came about with doom 3 and other cross gen pc titles in the 00s and consoles weren't capable of it till the 7th gen. it's not primarily a zoomer rtx thing.
Shadows are rendered separately from the lighting pass in most engines. They get overlayed on top and added to the color from the lighting.
That shit blew my mind back in the day. I just remember dicking around in the stairwell of the apartments, looking at the shadows being cast by the railing. I was also entranced by the glass breaking physics in the Metal Gear Solid 2 demo when you shoot the wine bottle in the bar, and how the ice cubes actually melt.
>>11871649You get this cam when you hold the shoulder button.
Didn't Tomb Raider 2 have it all the way back on the PS1?
>>11871654>>11871661> chatgpt slop from a fucking idiot>>11878501probably. it's not a unique idea.
>>11871631 (OP)I don't remember what SH2 PS2 did for shadows, but you could achieve that effect with the stencil buffer. You cast a ray from the light source through each vertex of the model and render the resultant "flattened" projection of the solid objects as a monochrome image. You then use that as a stencil to selectively draw or not draw pixels based on this. For extra fancy points you can render it partially transparent by using the stencil buffer to render a simple black texture, if your hardware doesn't support doing that in one pass.
Ray tracing a single ray per vertex is really fast and easily doable on a PS2. You don't even need to do shit like "Carmack's Reverse" as used in Doom3, that was just a faster way of doing stencil shadows, the old way was perfectly fine for most games, especially 30fps SD games.
>>11874462>Ray Tracing is Nvidia(tm) Trademark now apparently.That shit annoys me. Not only is RTX™ shit in general, it posits that there's only one way to DO raytracing. There's loads of variations, some for speed, some for quality. RTX is just random scattering of rays through BVH. Where's our voxel space partitions? Where's the signed distance fields? Where's all the interpolated tile rendering? Instead we've got zoomers looking at AI fakery of low ray count "monte carlo" horseshit cast into LOD1 or LOD2 models for worse results than baked lighting and they tell us it's god.