Realistic Lighting?

Post » Sat May 28, 2011 9:00 pm

is there any word on the lighting system of Skyrim?, will we finally see light pouring in from the windows? Will we see candles and torches put out during the day? Will we be able to make a single room lit instead of the light puring through the walls in the CS?
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Karl harris
 
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Post » Sat May 28, 2011 6:47 am

is there any word on the lighting system of Skyrim?, will we finally see light pouring in from the windows? Will we see candles and torches put out during the day? Will we be able to make a single room lit instead of the light puring through the walls in the CS?


Well, that is something which is difficult to determine. Realistic lighting in a fantasy world? How will that work?

The lighting will be surely high-dynamic but how that will look like is something we will have to wait for.
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Chloe Lou
 
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Post » Sat May 28, 2011 10:23 am

No words as to whether the light will come from real sources i.e. candles and the like or the lights placed in the CS like you say. I imagine we'll have to wait and see. Most interiors also had ambient lighting too. Will just have to find out in November :P
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Gen Daley
 
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Post » Sat May 28, 2011 3:04 pm

Well, that is something which is difficult to determine. Realistic lighting in a fantasy world? How will that work?


The same way it works in real life <_<

@OP Most assuredly seeing as how technology has increased a lot so that it is easier to set realistic lighting in the game instead of the way it had to be done in a timely manner back in 2002-2005 for Oblivion.
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Lucie H
 
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Post » Sat May 28, 2011 3:53 pm

I hope to Azura that they have a deffered pipeline, in which case yes everything you mentioned is possible. If, for bizarre reasons I can't imagine, they don't, then no.

The easiest way to explain deffered rendering is this: From the first polygonal games till about 2007/8 ever game used a technique called "forward" rendering. This mean that for each polygon that a light hit that poly had to be rendered twice. Once normally, once with the light, and then combined. So the cost of rendering extra lights went up quickly.

With the advent of deffered shading (first seen heavily in GTA4 and that awful Alone in the Dark) this was no longer the case. Instead all the information of what's being rendered is gathered into a so called "g-buffer" and then lights are rendered as spheres. This means that normal anti-aliasing is out (no way to tell how an extra sample is lit) and transparencies are hard, but a lot of lights can be shown for a lot less cost.

Right now if you're game is running a deferred pipeline you just aren't cool man. It's one of the reasons Unreal Engine 3 isn't keeping up on it's looks versus newer engines.
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DAVId Bryant
 
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Post » Sat May 28, 2011 1:22 pm

The graphical leap from Skyrim to TESVI is going to be amazing. We are dealing with next-gen consoles here featuring possibly DirectX 12.
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Elizabeth Falvey
 
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Post » Sat May 28, 2011 8:39 am

Assuming everything in the game casts shadows, you shouldn't get light bleeding into other rooms.
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OJY
 
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