@veeableful Radiosity is GI, but computing just Diffuse and Shadows (no Reflections, no Refraction). A complete GI solution calculates all of the above.
This lighting method looks great but it lacks the local, small scale lighting provided by methods like screen space global illumination. Screen space methods on the other hand lack the large scale lighting which this technique provides.
@WhiteDragon103 Theres technically no such thing as screen space global illumination. There is screen space 'ambient occlusion', but ambient occlusion isnt global illumination its just a form of direct lighting. In global illumination all surfaces can (re)emit light as well as receive it giving rise to indirect lighting. That cant really be done in screen space. SSAO exploits the idea that the data in the z-buffer can be used to do AO and get similar results to if real 3D data were used.
@marcotenshi Well, you can create global illumination using screen space but it won't be as accurate on a large scale. A depth buffer and diffuse lighting buffer has a lot of information that could be used to calculate light bounces. Of course, it would only consider on-screen content (IE, if you are looking into a corner of a room, light from the opposite corner won't be considered) but it will provide some of the smaller scale lighting that can't be done using other methods in real time.
@WhiteDragon103 You can't have local global illumination. It doesn't make sense.
Also using a depth buffer as if it represented a 3D space would mean, for example, that a lamp post in front of you would have the same lighting effect as a wall stretching out to infinity in front of you.
@WhiteDragon103 No, think about it. You can't have *local* *global* illumination. That tech demo seems to be doing very local surface to surface light transfer as an extra stage in SSAO. It's basically like doing self-shadowing in bump maps.
@marcotenshi Nope. GI means just computing secondary illumination. You can compute secondary illumination locally in much more detail than globally, I think this is what I meant to say. You can compute secondary illumination for a large area, or any area you want, not all the environment, and also add detail[ed lighting] only locally. The entire environment might never be loaded nor lit at the same time for ex.
@octavianmihailescu Sure you can be more or less global, but the more local you are...the less global you are. A lighting system constrained to a small area of the screen is local by anyones standard. Light is intrinsically global. It goes everywhere from everywhere effectively instantly. 'Global' Illumination in screen space just isnt global. A z-buffer throws away almost all of the 3d data. Screen space AO is to indirect lighting what bump maps are to direct lighting.
@WhiteDragon103 Theres technically no such thing as screen space global illumination. There is screen space 'ambient occlusion', but ambient occlusion isnt global illumination its just a form of direct lighting. In global illumination all surfaces can (re)emit light as well as receive it giving rise to indirect lighting. That cant really be done in screen space. SSAO exploits the idea that the data in the z-buffer can be used to do AO and get similar results to if real 3D data were used.
@WhiteDragon103 "This lighting method looks great but it lacks the local, small scale lighting provided by methods like screen space global illumination" I suspect that is because it segments the geometry into chunks and can't make the chunks too small else it would sky-rocket rendering times.
LOL,imagine the math behind this,the tons of knowledge needed,to make something most people won't really notice when playing games...makes me sad somehow.
@Croc235 The thing is, they will notice, on a subliminal level. The artist will place lights and cause shadows that will make the player feel fear, warmth, joy or loneliness. When they talk about the game, they'll mention the cool story, or the awesome shootout scene, but what made them understand the depth of the story or the intensity of the shootout will have been the artist's use of this technology.
Hate to burst your bubble, but this isn't completely real time. It requires a precomputation step - a small one compared to lightmaps, but still precomputation nonetheless, making it useless for highly dynamic or procedural scenes.
what a stupid thing to say... "I wish video game designers would stop making better games." Thats like saying, i wish the human race would stop evolving and just go back to being apes. Go get an education.
YEAH!!! ...just kidding. Why go back now? If technology is advancing faster than you can keep up with it, a true fact I don't like that much, then lay off a little. Not everything is made for everybody. It's like choosing a book from a library. If it interests you then give it a go. If not, move on. Simple as that.
actually subjectively you can...even if the games have cutting edge, photorealistic graphics (technically) one can say a game looks ugly. I for one am not a huge fan of how Crysis looked eventhough technically it was stunning, it lacked great deal of style...do you know what I mean?
Well that is more of a lack artistic direction and style rather than a problem with the graphics or the engine. The engine only hands potential to the artists behind it. You'll find some games from the turn of the millennium are beautiful games but are only prerendered 2D which has it's own limits. However yes I know what you mean.
those video cards aren't meant for realtime rendering unless said realtime rendering happens to feature a lot of the kind of computations that CG typically uses, like raytracing, etc
I'd prefer games optimized to look their best on minimal hardware... look at what the PS2 still does. Imagine what even PC hardware from 2001 should still be doing, had its potential been maximized
Not only have you missed the point entirely (this is a lighting technology demo, not a full game), but the technology used for Crysis's lighting is just realtime soft shading - a technology which has been around for some time and looks just as crap in Crysis as it did when it first became the next-gen standard. Global illumination is the way forward. Even Half-Life 2 looks better than Crysis in terms of lighting.
@HyDr0x2 From a technology standpoint, yes. Sure, it looks impressive at first glance but it's all just ancient tecnniques ramped up and up-res'd to look like new methods, which is also why it runs like crap and needs a supercomputer to play.
Half-Life does have global illumination, it's just pre-baked rather than calculated in real time. A lot of games have been doing it for a very long time.
Also, that's the CryEngine 3. I was talking about the CE2.
@Strike86 Yeah this reminds me of when HDR lighting became doable. Everyone thought (and still think) that HRD = bloom effect... not what it really is: a fundamentally new form of lighting pipeline that has the potential to give rise to *significantly* more realistic lighting, fogging, depth of field, reflectivity and motion blur. Its the fault of the games media writing explanations of what HDR is and having no fukcing idea and making everyone think its a waste of cash and slowing the tech.
Unreal Engine 3 adopted it and will make use of this in real-time, according to Siggraph. Woo! :D
@Below - I think Radiosity is just a technique of doing Global Illumination. I believe this one uses Radiosity to do the Global Illumination.
veeableful 6 months ago
@veeableful Radiosity is GI, but computing just Diffuse and Shadows (no Reflections, no Refraction). A complete GI solution calculates all of the above.
octavianmihailescu 4 months ago
Does this lighting system have a name ?
I often see this kind of lighting with a kind of bloom effect.
Is it Radiosity ? Global Illumination ? Deferred Lighting ? HDR Lighting ?
I am confuse with all those world....
dimebagplan 7 months ago
@dimebagplan
Google. Wikipedia. ;)
octavianmihailescu 4 months ago
This lighting method looks great but it lacks the local, small scale lighting provided by methods like screen space global illumination. Screen space methods on the other hand lack the large scale lighting which this technique provides.
Use them together!
WhiteDragon103 1 year ago
@WhiteDragon103 Theres technically no such thing as screen space global illumination. There is screen space 'ambient occlusion', but ambient occlusion isnt global illumination its just a form of direct lighting. In global illumination all surfaces can (re)emit light as well as receive it giving rise to indirect lighting. That cant really be done in screen space. SSAO exploits the idea that the data in the z-buffer can be used to do AO and get similar results to if real 3D data were used.
marcotenshi 4 months ago
@marcotenshi Well, you can create global illumination using screen space but it won't be as accurate on a large scale. A depth buffer and diffuse lighting buffer has a lot of information that could be used to calculate light bounces. Of course, it would only consider on-screen content (IE, if you are looking into a corner of a room, light from the opposite corner won't be considered) but it will provide some of the smaller scale lighting that can't be done using other methods in real time.
WhiteDragon103 4 months ago
@WhiteDragon103 You can't have local global illumination. It doesn't make sense.
Also using a depth buffer as if it represented a 3D space would mean, for example, that a lamp post in front of you would have the same lighting effect as a wall stretching out to infinity in front of you.
marcotenshi 4 months ago
@marcotenshi Yes. You. Can.
watch?v=8bRkyG3R-eI
Look for yourself.
WhiteDragon103 4 months ago
@WhiteDragon103 No, think about it. You can't have *local* *global* illumination. That tech demo seems to be doing very local surface to surface light transfer as an extra stage in SSAO. It's basically like doing self-shadowing in bump maps.
marcotenshi 4 months ago
@marcotenshi yes, you can have *local* *global* illumination. this is exactly what cry engine does.
octavianmihailescu 4 months ago
@octavianmihailescu Mate, you aren't grasping what those words mean. Global MEANS not local. Local MEANS not global.
marcotenshi 4 months ago
@marcotenshi Nope. GI means just computing secondary illumination. You can compute secondary illumination locally in much more detail than globally, I think this is what I meant to say. You can compute secondary illumination for a large area, or any area you want, not all the environment, and also add detail[ed lighting] only locally. The entire environment might never be loaded nor lit at the same time for ex.
octavianmihailescu 4 months ago
@octavianmihailescu Sure you can be more or less global, but the more local you are...the less global you are. A lighting system constrained to a small area of the screen is local by anyones standard. Light is intrinsically global. It goes everywhere from everywhere effectively instantly. 'Global' Illumination in screen space just isnt global. A z-buffer throws away almost all of the 3d data. Screen space AO is to indirect lighting what bump maps are to direct lighting.
marcotenshi 3 months ago
This has been flagged as spam show
@WhiteDragon103 Theres technically no such thing as screen space global illumination. There is screen space 'ambient occlusion', but ambient occlusion isnt global illumination its just a form of direct lighting. In global illumination all surfaces can (re)emit light as well as receive it giving rise to indirect lighting. That cant really be done in screen space. SSAO exploits the idea that the data in the z-buffer can be used to do AO and get similar results to if real 3D data were used.
marcotenshi 4 months ago
@WhiteDragon103 "This lighting method looks great but it lacks the local, small scale lighting provided by methods like screen space global illumination" I suspect that is because it segments the geometry into chunks and can't make the chunks too small else it would sky-rocket rendering times.
marcotenshi 4 months ago
cryengine 3 will have similar
hitachi654 1 year ago
My nerd sense is tingling! tingling so good...
LouSaydus 1 year ago
Temple, girl walking. Shadows.
thumb down for copyrighted music,
thumb up for new effects.
What, no exe? Piggie.
gigertron 1 year ago
LOL,imagine the math behind this,the tons of knowledge needed,to make something most people won't really notice when playing games...makes me sad somehow.
Croc235 2 years ago 26
@Croc235 The thing is, they will notice, on a subliminal level. The artist will place lights and cause shadows that will make the player feel fear, warmth, joy or loneliness. When they talk about the game, they'll mention the cool story, or the awesome shootout scene, but what made them understand the depth of the story or the intensity of the shootout will have been the artist's use of this technology.
Sugardude 1 year ago 4
@Croc235 yep.
hardstyle905 1 year ago
@Croc235 oh they'll notice it. In fact most people have with the release of previews for bad company 3
tdragonxp 9 months ago
@tdragonxp BATTLEFIELD 3. NOT BAD COMPANY. Just correcting you.
And yes BF3 will look great with this engine
puttefnask 8 months ago
i saw this at GDC in germany, awezome stuff.
DLotet 2 years ago 2
quite impressive. and yes GI is definitely needed. more precisely all of photorealism. and there's a long way yet even though this looks good
DanFrederiksen 2 years ago
Yeah... There is a difference between "realtime radiosity" and "overdrive HDR"
abenoit722 2 years ago 4
as you can see in the workflow video of enlighten (in 2:34), HDR effect can be set.
mat967 2 years ago
Maybe too much HDR.
But can't wait.
elio83110 2 years ago
Hate to burst your bubble, but this isn't completely real time. It requires a precomputation step - a small one compared to lightmaps, but still precomputation nonetheless, making it useless for highly dynamic or procedural scenes.
Tankn00b 2 years ago
Great news everybody, CryEngine3 will feature Real-Time Dynamic Global Illumination. Unreal Engine 3 just adopted it but it's not real-time, sadly.
shletten 2 years ago
Yeah I wish video game designers would stop making better games. Lets go back to the pong days.
hoffm263 3 years ago
what a stupid thing to say... "I wish video game designers would stop making better games." Thats like saying, i wish the human race would stop evolving and just go back to being apes. Go get an education.
snahfu 2 years ago 2
YEAH!!! ...just kidding. Why go back now? If technology is advancing faster than you can keep up with it, a true fact I don't like that much, then lay off a little. Not everything is made for everybody. It's like choosing a book from a library. If it interests you then give it a go. If not, move on. Simple as that.
dessertmonkeyjk 2 years ago
You should be asking game developers to move back to the gameplay, but you can't measure gameplay like you can measure graphics.
theDisto 2 years ago
actually subjectively you can...even if the games have cutting edge, photorealistic graphics (technically) one can say a game looks ugly. I for one am not a huge fan of how Crysis looked eventhough technically it was stunning, it lacked great deal of style...do you know what I mean?
Wiilovewii 2 years ago
Well that is more of a lack artistic direction and style rather than a problem with the graphics or the engine. The engine only hands potential to the artists behind it. You'll find some games from the turn of the millennium are beautiful games but are only prerendered 2D which has it's own limits. However yes I know what you mean.
theDisto 2 years ago
guys i'm pretty sure he's being sarcastic. 9_9
EmilyFalcon 2 years ago
Shut up and burn the heretic!
handicappedhero 2 years ago
Actually, this engine will run quite prettily on current gaming machines. If it didn't, CCP wouldn't be using it in their MMO.
sir3ntropy 3 years ago
those video cards aren't meant for realtime rendering unless said realtime rendering happens to feature a lot of the kind of computations that CG typically uses, like raytracing, etc
MDHmodder 3 years ago
I'd prefer games optimized to look their best on minimal hardware... look at what the PS2 still does. Imagine what even PC hardware from 2001 should still be doing, had its potential been maximized
MDHmodder 3 years ago 2
Do someone know what song is this?
Pawel84Pawel 3 years ago
@ Pawel84Pawel
2:31
Ulysses182 2 years ago
I got a PS3, but I dont have the money to spend on my PC so that it won't be needing any upgrades for the next 10 years or so.
LaJin9292 3 years ago
Yes, I wish games would stop seeking next gen every day, and stay back every once in a while.
Just updated my PC to play Orange Box a year ago, now I almost need a brand new Graphics card. I need a rest, dammit, Im not made out of gold.
LaJin9292 3 years ago 2
PC GPU's are very cheap this day's, you can buy a ATI HD 4830 for 100€ or less and it will play Crysis at High settings.
Argoon1981 3 years ago
1:41
*Cries of joy*
Halo3fan012 3 years ago 2
interesting song
DisturbedRocks111 3 years ago
Y CANT IT BE 4 THE WII??!!
Nintendo2295 3 years ago
because wii has the graphics power f a PS1
dgomesman 3 years ago
This comment has received too many negative votes show
And Wii is for infants, fat chicks, old geezers and 30 year old thumb suckers.
St1kyFinguz 3 years ago
looks lovely. hopefully all them games they always shamelessly delay will know come out just that month quicker.
:DDDD
rammsteinrules4ever 3 years ago
Enlighten, Endorphin, ZBrush... making games is going to be so much faster and easier in the future!
sp33kz 3 years ago
truly revolutionary!!!
undivided809 3 years ago
Nice! Looking forward to this showing up in games and 3D anim apps. It'd definately make rendering a hell of a lot quicker.
beclamide 3 years ago
What is this categorized as? A game engine -- a lighting engine, if there ever is such a thing?
Hatalles 3 years ago
this will be a lighting engine.
meuhey 3 years ago 2
Why does this feel like a Tomb Raider sequal...
Darksora46 3 years ago
WOW! that looks REALLY great! the amazing graphics and just how everthing is set up.. just perfect!
DALLAS19KD 3 years ago 3
Battleifled Bad Company utilizes this mechanism.
W3prodigy 3 years ago
Too bad it's a console game...
EikC 3 years ago
its not a game. its software used to make games.
MantendoNews 3 years ago
I was responding to the account about Battlefield Bad Company, don't know why it doesn't show up under that specific one.
EikC 3 years ago
my bad. That is weird that it showed up at the top though.
MantendoNews 3 years ago
No it don't, theres no game out or in the near future that uses REAL TIME RADIOSITY as the Lighting system. Nor even Crysis as this.
Argoon1981 3 years ago
Absolutely amazing... I really hope this is the direction games begin to go in the next few years, because that is truly brilliant quality.
EmptyNutShells 3 years ago 2
thats amazing. is there another step up for the next next gen now? O_O
Exestenz 3 years ago
This comment has received too many negative votes show
meh crysis on max settings is better
ss4cypher 3 years ago
The lighting technology in Crysis is utter crap.
Strike86 3 years ago
it is not
ss4cypher 3 years ago
Not only have you missed the point entirely (this is a lighting technology demo, not a full game), but the technology used for Crysis's lighting is just realtime soft shading - a technology which has been around for some time and looks just as crap in Crysis as it did when it first became the next-gen standard. Global illumination is the way forward. Even Half-Life 2 looks better than Crysis in terms of lighting.
Strike86 3 years ago 15
Comment removed
HyDr0x2 1 year ago
@Strike86 So Crysis looks like crap? I doent think so and Half Life doesnt have global illumination right?
youtube.com/watch?v=B-_pnqXLIg4&feature=PlayList&p=806BA7515A01CC13&playnext_from=PL&playnext=1&index=58
HyDr0x2 1 year ago
@HyDr0x2 From a technology standpoint, yes. Sure, it looks impressive at first glance but it's all just ancient tecnniques ramped up and up-res'd to look like new methods, which is also why it runs like crap and needs a supercomputer to play.
Half-Life does have global illumination, it's just pre-baked rather than calculated in real time. A lot of games have been doing it for a very long time.
Also, that's the CryEngine 3. I was talking about the CE2.
Strike86 1 year ago
@Strike86 Yeah this reminds me of when HDR lighting became doable. Everyone thought (and still think) that HRD = bloom effect... not what it really is: a fundamentally new form of lighting pipeline that has the potential to give rise to *significantly* more realistic lighting, fogging, depth of field, reflectivity and motion blur. Its the fault of the games media writing explanations of what HDR is and having no fukcing idea and making everyone think its a waste of cash and slowing the tech.
marcotenshi 4 months ago
yes it is the lighting could be alot better
farter1a2b3c 3 years ago
you totally missed the point.
BinaryReader 3 years ago
Anyone know the name of the song ? It's lovely.
aaron0811 3 years ago
Hidden Sky from Jami Sieber.
If you watched the whole video, you would have known.
stephan3007 3 years ago 2
lighting at its finest.
Rice2Rice 3 years ago
that was very impressive, imagine that kind of lighting for horror games like RE5, that would be sweet.
forthenguyen 3 years ago
Wow thats sick
PartyPenguinx426x 3 years ago 2
wow i hope Sony gets on board with this
marvinmoise 3 years ago
What song is this?
plat4mer 3 years ago
it is mentioned at the credits...
shmookins 3 years ago
Nice! I sincerely hope you get enough developers onboard - this looks very impressive! Good luck at GDC!
ahgamiet 3 years ago
ray tracing and this awesome
doverman2 3 years ago