Dynamic Lighting LOD Woes
WhiteZero
That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
<div class="IPBDescription">Where are my shadows? *POP* Oh, there they are...</div>I made a little video to highlight my concern:
<a href="http://www.youtube.com/watch?v=tsnTYgXCRYA&fmt=37" target="_blank">http://www.youtube.com/watch?v=tsnTYgXCRYA&fmt=37</a>
Dynamic lighting fade needs some work. It is far too pop-in and seems to occur way too close to the player.
I know this is not something you worry about too much in the heat-of-battle and right now this should be a low priority until after some optimization. But it's certainly something to keep in mind.
<a href="http://www.youtube.com/watch?v=tsnTYgXCRYA&fmt=37" target="_blank">http://www.youtube.com/watch?v=tsnTYgXCRYA&fmt=37</a>
Dynamic lighting fade needs some work. It is far too pop-in and seems to occur way too close to the player.
I know this is not something you worry about too much in the heat-of-battle and right now this should be a low priority until after some optimization. But it's certainly something to keep in mind.
Comments
I'm more concerned by the fact that turning shadows on or off will have a very different approach to the game, it is easier to play without shadows, due to less clutter or mesmerizing effects, making aiming at stuff much easier... So I fear everyone will turn them off, even if their computer can easily handle it.
Think of NS gamma tampering, dark areas for your average newbie or pubber who are left in the dark (pun intended :P) as to why those godlike adversaries are able to see them in their hidy-shadow-hole
Yes, although does that also affect transition distance?
As in will it fade in slower for some lights, at the moment it kind of pops, might be better having a longer transiton distance.
Barlow? :D
Barlow? :D<!--QuoteEnd--></div><!--QuoteEEnd-->
It would ruin the look the mappers worked hard to achieve but it is an interesting concept, it could let users with bad computers keep *some* shadows rather than turning them all off. A slider with a global offset of a useful range or a % multiplier of the light distances would be a cool feature, as would the ability to set the shadow resolution. Because you could run into problems with excessive shadows going beyond room boundaries (or whatever the mapper already dealt with) this isn't one you could really increase on the fly without artifacts. Reducing it, however, makes more sense.
Yeah, something like this could be as bad as the sunglasses at night gameplay of ns1.
Yes. You can use the distance the light spreads to generate harsher or lighter shadows. If the light has a radius of 500 and you're standing at 750, you won't see it until you hit 500.
.. or remove them for all, because at the end of the day if you have an option to remove shadows and see into dark corners why enable them and handicap yourself.
( I prefer atmospher over advantages myself but not everyone will ).
I mean that the devs should not allow anyone to disable shadows. Because I don't like the advantages you can get by improving your cfg.
I want the whole atmosphere without having a disadvantage. It does not make sense to hide in a shadow when others don't have shadows.
That's what I wanted to say ;)
Removing the console command to disable shadows will prevent the easy way of turning them off.
But Spark is a fledgling engine, and is sure to have plenty of security holes in it to allow hackers to exploit it.
The main of it is LUA. The principle design is to hack it.