Last edited by Timo; June 21st, 2007 at 12:13 AM.
His game is rendered much higher than the orignal poster. When scrunched down it appears clearer.
Oh by the way, the Xbox's technique is done in a way to conserve as many resources as possible, while pulling off the effect efficiently. Basically, it calculates the light that's casted, and poofs out the light onto the item that's going through it. Once it's seen what surfaces it hits, and what surfaces it can't pass through, it shoots out a very low resolution map that covers the object. Some computer games use the same method, but render a very high resolution self-shadow.
Amazingly, they didn't even change it because when you use, or are around plenty of dynamic lights the engine itself will lag, no matter what it's running on.
Halo 3 seems to be taking advantage of very high quality self shadow effects, with the exception of pixelation on most of its edges.
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