Seeing how the game can barely keep 30fps and 900p like this, it seems to me like it's definitely a performance issue.
Not saying we're never getting any form of GI with real time day/night cycle (isn't Driveclub doing something of the sort?) but given how many current gen games seem to opt for an arbitrary shift in the cycle (Infamous SS, even Shadow of Mordor) it's probably the easiest trade off.
If that email to GiantBomb was true, further more, implementing this lighting has been a huge challenge for them, so they probably cut corners where it made the most sense.
And the real time day/night cycle is something most people didn't even notice was there.
There should still be atmospheric changes in real time though, that would change the lighting.
Seeing how the game can barely keep 30fps and 900p like this, it seems to me like it's definitely a performance issue.
Not saying we're never getting any form of GI with real time day/night cycle (isn't Driveclub doing something of the sort?) but given how many current gen games seem to opt for an arbitrary shift in the cycle (Infamous SS, even Shadow of Mordor) it's probably the easiest trade off.
If that email to GiantBomb was true, further more, implementing this lighting has been a huge challenge for them, so they probably cut corners where it made the most sense.
And the real time day/night cycle is something most people didn't even notice was there.
There should still be atmospheric changes in real time though, that would change the lighting.
If your pipeline is fully physically correct then where is the problem ? Assets should look accurate regardless of the lighting conditions, that's the whole point of PBR.The problem is how the graphical assets will look in changed lighting.
Night & day cycle isn't really that much a problem from a computational point of view. You have to track the source of one light (usually sun) and change colours and other values associated with them. The problem is how the graphical assets will look in changed lighting. It's a problem of graphic designer work hours so really of money. With higher resolution of current gen, the problem increases.
Unless somebody finds a way to create procedural graphics which looks well (something No Man's Sky devs are trying to achieve), graphical costs of development will continue to rise and devs will still opt for pre-baked lighting just like in the case of AC:U.
The problem is you need developers (both programmers and graphicians) who have experience in this kind of engines. It's still a very modern approach (presented at SIGGRAPH just 4 years ago, IIRC). But you're right, it's the future. My remark about procedural graphics was a bit offtopic in this view.If your pipeline is fully physically correct then where is the problem ? Assets should look accurate regardless of the lighting conditions, that's the whole point of PBR.
PBR is more effective than tweaking materials.
Isn't the game still featuring a plethora of various time of day and atmospheric conditions though? So they must be facing that problem already.
It just doesn't shift from one to the other in real time, but through a loading.
Your remark about procedural graphics is true in the sense that producing high quality assets is expensive, they require authoring, artist inputs. Procedural could allow for a wealth of assets at a cheaper cost but a team is still needed to ensure quality.The problem is you need developers (both programmers and graphicians) who have experience in this kind of engines. It's still a very modern approach (presented at SIGGRAPH just 4 years ago, IIRC). But you're right, it's the future. My remark about procedural graphics was a bit offtopic in this view.
nope got shutdown as soon as I clicked on it all I got was the streamers name. nonchalant75 or something like that is his PSN.Anyone captured that stream?
So with 2 weeks to go, the game is out there and the risk of being spoiled is big, I hope they do the sensible thing and release it ASAP, after all the game is already done and packed.
AC Unity use PBR.Ryse has fully transitionned to PBR, and it's a launch game. I would be very surprised if Unity is not PBR'd to the bone as well just like pretty much any game targetting modern systems.
These next 2 weeks will be the longest and hardest 2 weeks of the whole year for me.
Broken street dates everywhere.
Consoles versions doesnt look spetacular to me. I think i will get on PC.
Broken street dates everywhere.
Do share some direct-feed screenshots of the game
Based on crappy footage. PC-Elitism right here.
Based on crappy footage. PC-Elitism right here.
Procedural will never be a complete answer to reducing costs.FeiRR said:Unless somebody finds a way to create procedural graphics which looks well
That tearing D:
Yes, it is a problem. If the dev letter is not fake, they have 25 GB of textures with pre-baked lighting in the game. That's a tremendous amount of artists' work caused by an old programming approach in effect.
Interest reading on the subject of PBR and how future engines should help have more realtime look http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
Can you give me a timestamp?
Marketing reasons I guess.I now dont understand the delay. The game is done now apparently as people have copies, why was it delayed two weeks?
Gotta make bundles and leave Sunset Overdrive alone! That's what happens when you are friends with A console manufacturer.Marketing reasons I guess.
If your pipeline is fully physically correct then where is the problem ? Assets should look accurate regardless of the lighting conditions, that's the whole point of PBR.
PBR is more effective than tweaking materials.
The big publishers use plenty of middleware, but they also want to save money by having strong internal studio resources. theyd rather own the content and get to streamline their own studios and asset banks. EA and Ubi are great examples of the recent push to get a single engine for their whole network as early in the gen as they can.Are there any companies offering vast 3D asset libraries that developers can access to buy and focus on the overall world building, instead of building every piece themselves? I think that would be one way to cut costs per game.
All over the video, but I think the most obvious example is at about 0:44 in the vimeo link.
Yeah I'm not seeing strong tear. This video is clearly not even a solid rate and it looks like it's a capture quality issue.I don't see it. If it's all over the video then give me a screencap.
Wait, are there glyphs in Unity like the ones in AC2?
Wait, are there glyphs in Unity like the ones in AC2?
Well the PC version has dx11 tessellation, pcss and greatly superior ao. Plus your not locked to 900p 30fps if you PC can take itBased on crappy footage. PC-Elitism right here.
I'm not saying that doesn't look fine but if you compare that to what we were shown 8 months ago...
https://www.youtube.com/watch?v=ENuHw6hpEKo
It's not even close.
The big publishers use plenty of middleware, but they also want to save money by having strong internal studio resources. theyd rather own the content and get to streamline their own studios and asset banks. EA and Ubi are great examples of the recent push to get a single engine for their whole network as early in the gen as they can.