Other titles with real time lighting?

spitcodfry

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Aside from Half-Life 2, what are all currently known titles that implement real time/dynamic lighting? This goes for ones currently in development as well as ones already on the market. I can't think of any currently available that sport this feature other than Splinter Cell, but if someone out there does know of more fill me in.
 
There's this game, it's called life.. holy crap, the lighting is very very dynamic, and it's beautiful.. :)

lol, sorry, that was dumb.. I think he wanted games other than Doom 3, Far Cry, STALKER and HL2, A2597 (not that you weren't being sarcastic) :)
 
secret service 2 security breach is out now and does....

theif 3 will...

deus ex 2 will...

doom 3 of course...

moh:pa most likely

battlefield vietnam im assuming...

stalker..heh...

farcry...
 
Originally posted by Shuzer
There's this game, it's called life.. holy crap, the lighting is very very dynamic, and it's beautiful.. :)

lol, sorry, that was dumb.. I think he wanted games other than Doom 3, Far Cry, STALKER and HL2, A2597 (not that you weren't being sarcastic) :)

Yeah A2597, what he said. We all obviously know Doom III sports this tech, it was the first title ever announced with the feature back when Steve Jobs introduced the game along with the Geforce 3.
 
Halo 2 is gonna have dynamic lighting. It's for XBox though... Also, I heard Metal Gear Solid 3 is going to have dynamic lighting.

Maybe I shouldn't hit "Submit" since these two games are pretty far off. Hmm, what to do...
 
Originally posted by spitcodfry
That any good?

no, but it uses the amp2 engine which has realtime shadow/lighting (its basically a lower budget clone of doom3) and uh, yeah, you might as well just go download the AMP2 techdemo, the game isn't worth the time or effort.

[edit]

since this is totally in the wrong forum anyways i might as well add this new Doom3 screenshot, and another interesting pic.

http://***********/tmqp

http://***********/tmqx

[edit#2]

http://www.gamershell.com/download_2271.shtml?q=amp2

thats a link for the amp2 demo if j00 want it.
 
Originally posted by Xtasy0
no, but it uses the amp2 engine which has realtime shadow/lighting (its basically a lower budget clone of doom3) and uh, yeah, you might as well just go download the AMP2 techdemo, the game isn't worth the time or effort.

[edit]

since this is totally in the wrong forum anyways i might as well add this new Doom3 screenshot, and another interesting pic.

http://***********/tmqp

http://***********/tmqx

Yeah I couldn't find any reviews for it on Google, and saw that it was $20 on EB Games lol

EDIT: Is that Carmack in the second pic? If it is...he sure looks like one hell of a jock without his glasses. That new pic you posted (first one) looks awesome. For a sec I thought it was a shot from SS2 and I was like wtf? For a Doom III rip off this ain't that bad.
 
Originally posted by Mr. Redundant
http://www.gamestop.com/common/images/lscreen/644930l1.jpg

love that zombie, however seems there is no shortage of Strawberry sammies (sandwiches) in Doom3, all the monsters sport a "got-milk?-esque" red jam smear


that isnt Carmack
its the animator dood, I forget his name.. worked on shrek

actually thats todd hollenshead...hes the CEO... http://www.quake3world.com/bios/todd.gif

http://quakecon.yossman.net/2002/da....cwizard-yossman-todd-hollenshead-redwood.jpg
 
love that zombie, however seems there is no shortage of Strawberry sammies (sandwiches) in Doom3, all the monsters sport a "got-milk?-esque" red jam smear

I believe that is most likely the remnants of brain matter and other body tissues.
 
man now I want farcry... just so I can get online and snipe. :D
realistic sniping... pure class
 
Originally posted by DefaultUserName
Halo 2 is gonna have dynamic lighting. It's for XBox though... Also, I heard Metal Gear Solid 3 is going to have dynamic lighting.

Maybe I shouldn't hit "Submit" since these two games are pretty far off. Hmm, what to do...

Halo 2 is no further than Doom III. They're both set for March-April 2004. Anyway; Spliner Cell: Pandora Tomorrow will boast real-time lighting, like it's predecessor. LOTR: Treason of Isengard will use dynamic lighting. Umm...Everquest 2, and Middle Earth Online will use real-time lighting, aswell. Hmmm...can't think of anything else, that's not been said.
 
Ladies and gents......the quake engine...

http://industri.sourceforge.net/shots.php

It's the new project from the creator of tenebre, and yes, that's still just a modified quake engine. It seems he could really use someone to make higher res models for it though....theyre still the originals, and they just seem totally out of place now that the enviroments look so nice.
 
Originally posted by A2597
Doom3 . ;)

Ermm....the most people in this thread here are still wrong or have no idea of what dynamic realtime lightening means.

There only a hand full of games wich uses real
dynamic lightening. For example Doom3, Far Cry and this ugly AMP2 Techdemo. Oh and not to forget Tenebrae.

HL2 uses precalculated projected shadows. NO realtime shadowing ! Stalker and many other games use this technic. The advantage is, it is fast. But can look ugly in many cases and its NOT real dynamic.

The HL2 engine is indeed still not more than a very hard modified Q1/Q2 engine.
Valve bought the Havoc physique engine, (everyone can buy something), just increased the textureres and model polycount (uhh how many Q1/Q2 sourcemods has done this ?). The biggest change is at least the implementation of DX9 shaders. But my personal opionion about this is, it sucks, because its DX9 = M$ only shit and not necassary.

From what ive seen (screenshots, NO alpha/beta shit) i think also the lightmap-compiler sucks. There some Q3 maps compiled with q3map2.exe wich looks more impressive than HL2s lightmapped levels.

Valve worked 5 years on THIS. I cant belive it. If i play HL2, the whole game from start to finish in less than 70 hours im very disappointed about waiting 5 years for that.
Valve is definitly a very overrated company. Theyve made ONE game wich was a great success and made much money with reselling mods :dozey:

From the technical aspect the HL2 engine is old compared to Stalker and even to the current development status of the Unrealengine.

Ok, graphics are not all and i hope the gameplay will be very good with nice story. But i cant read more of this HL2 fanboy shit "WOW HL2 looks far better than doom3 and any other game". Its in fact wrong.
The most people dont know about what theyre talking too if theyre using this pretty nice looking geektalk about rendering and lightening ;)

Oh, and before start flaming me as an id-fanboy - i like HL, Hl2 and the id games but im realistic :)

Please excuse my bad english ;)
Thanks !
 
You guys need to learn what real time lighting actualy is in a game before listing the games you believe contains it. It's really a matter of which games take advantage of the graphic cards Transform and Lighting (T&L) pipeline. By this definition there are hundreds of games old and new that use real time lighting. Dynamic Lighting is another thing. Even Starcraft which does not even require a 3d accelerator card contains an option to enable Dynamic Lighting.

Why is there so many people in online forums that have such a misconception of the various forms of lighting in games? I bet it's all the overly hyped PR that some companys do, that make their old 'been there done that' technology sound brand spankingly new.
 
Alot I can say about your whole post, but I need some rest, so heres the most important mistake you made.

Originally posted by burzum
The HL2 engine is indeed still not more than a very hard modified Q1/Q2 engine.

FYI: The Source engine is not a very hard modified Q1/Q2 engine. It is a completely new engine built from scratch, and combined with a heavily modified Havok physics engine.

Even so, any game engine 'heavily modified', can turn into any other game. Wether that game be Pong, or Doom III.
 
uhm.. even Half Life 1 had dynamic lighting dudes, remember your handy dandy flash light.

:afro:
 
Originally posted by burzum
Ermm....the most people in this thread here are still wrong or have no idea of what dynamic realtime lightening means.

There only a hand full of games wich uses real
dynamic lightening. For example Doom3, Far Cry and this ugly AMP2 Techdemo. Oh and not to forget Tenebrae.

HL2 uses precalculated projected shadows. NO realtime shadowing ! Stalker and many other games use this technic. The advantage is, it is fast. But can look ugly in many cases and its NOT real dynamic.

The HL2 engine is indeed still not more than a very hard modified Q1/Q2 engine.
Valve bought the Havoc physique engine, (everyone can buy something), just increased the textureres and model polycount (uhh how many Q1/Q2 sourcemods has done this ?). The biggest change is at least the implementation of DX9 shaders. But my personal opionion about this is, it sucks, because its DX9 = M$ only shit and not necassary.

From what ive seen (screenshots, NO alpha/beta shit) i think also the lightmap-compiler sucks. There some Q3 maps compiled with q3map2.exe wich looks more impressive than HL2s lightmapped levels.

Valve worked 5 years on THIS. I cant belive it. If i play HL2, the whole game from start to finish in less than 70 hours im very disappointed about waiting 5 years for that.
Valve is definitly a very overrated company. Theyve made ONE game wich was a great success and made much money with reselling mods :dozey:

From the technical aspect the HL2 engine is old compared to Stalker and even to the current development status of the Unrealengine.

Ok, graphics are not all and i hope the gameplay will be very good with nice story. But i cant read more of this HL2 fanboy shit "WOW HL2 looks far better than doom3 and any other game". Its in fact wrong.
The most people dont know about what theyre talking too if theyre using this pretty nice looking geektalk about rendering and lightening ;)

Oh, and before start flaming me as an id-fanboy - i like HL, Hl2 and the id games but im realistic :)

Please excuse my bad english ;)
Thanks !

Yes I agree. There are people here that don't have the faintest idea of what they're talking about and would defend Half Life 2 onto death. The funny thing is these people have absolutely no vested interests in HL2. I'm in a major mod team for HL2 and even I can admit that Stalker (currently best lookin game imo) has superior visuals to HL2. Why do other people feel the need to defend it so vigilantly, is it really such a major part of their lives?

:afro:
 
Originally posted by burzum
Ermm....the most people in this thread here are still wrong or have no idea of what dynamic realtime lightening means.

Valve bought the Havoc physique engine, (everyone can buy something)

They licensed it, they didn't buy it, its very different. When you get your favorite game, or an application, your buying the right to use it, but at no time do you actually own it, just the right to play it or mod with it. Hence the EULA which explains it in detail. Valve paid for the license to use Havok's code in their product and to modify it as they see fit. But at no time will they own that code themselves, thats why there was such a big panic about lawsuits when the source code was stolen. As Havok wasn't licensed for public use in an uncompiled form.
 
Americas Army has been slowly adding in dynamic lighting. Version 1.9 introduced real-time shadows for the first time. Before that it just had blob shadows. Version 2.0 which is to be released in the next few weeks will have full dynamic lighting and effects.
And on the bonus side the game is free so go check it out.

The good thing about AA is they keep upgrading the specs over time. They check what peoples average specs are and keep the game at that level.
 
Not everyone is a 3D engine designer... what you should do as someone who knows what they're talking about (which I assume you do) is try and figure out what they mean even if they don't use *exactly* the right phrase.
What I assume spit meant when he said realtime lighting was the realtime creation of shading that affects the environment. i.e. you turn on a light the engine then figures out where the light will affect and where it will not.
This obviously takes a *lot* of computer resources when you have several lights going around a detailed map. Because of this until now game companies have generally just used shadows with lights that won't move. This way they can create the shadows before hand for all the objects in the map. So that if an object like a box is at a position x,y,z distance from the light it will cast a certain shadow. When the box is moved around the shadow is deformed to look realistic.
The latest games like doom3 are now using dynamic lighting/shading. I have seen confirmation from Valve that they are using dynamic lighting in HL2. Maybe in the earlier videos they used precalculated lightmaps. Remember most of these videos were made last spring so the game has advanced a lot since then. From what I've seen in the source code video it looks extremely good to not be dynamic lighting.
HL2 uses complicated reflection and refraction which would take up as much resources if not more then dynamic lighting so there'd be no real reason why they wouldn't use it.
If you really want to know I'd suggest to email Gabe or their 3D engine guy and find out.


EDIT: btw as a matter of interest the Havok source code was written by a group of Trinity College Dublin students as their final year project for Computer Technology. They went on to set up their own company and further modified the code then started licensing it out to game companys and have even let college students use it for free in projects.

Valve has said themselves that they have changed the majority of the code involved in the havok engine. From what I've seen the ragdoll physics in HL2 are the best in any game to date. So it is not just another Q1/2 mod.

And yes the source engine is entirely new, built from scratch over the last 5 years. It's not just the Quake engine redone.
 
no one likes a sarcastic post.... *sigh* ;) :D ;)
 
Wow, I didn't know HL2 had a "physique engine". No wonder Gordon looks so buff.
 
well.. i will give my two cents..

i think (not 100% sure) that Hl2 use DYnamics shadows .but they are Pre-computed. means that the shape of the shadows care rendered much before the scene happens.
and that is NO-REALTIME . when shadows are precomputed its far by miles faster the rendering that in realtime mode. The disadvantage is that you will not always get accurate shadows in realtime at all times.. in Doom3 even the weapons and the rockets and it is possible that also the bullets , will cast a shadow ,at any surface at all times.in halflife2 videos i have never seen a weapon casting a shadow in the players.but it can be done easily in latest build on Hl2 with hacks.. using pre-computed -projected shadows. but any modder outthere that design custom weapons ,with custom animations will most probably will not get accurate shadows since they are already are recorded,before the game begin. projected precomputed-dynamics-shadows can be claimed to be done in real-time. but at the same time they can be said that the shadows are NOT Realtime ->because they are pre-computed (not in the time it happens).. :cheese: all in the ends its about a game of semantics.. because almost anything that it is done in Doom3 can be done with hacks or with shortcuts.. that works only in special conditions ,like the example mentioned above of when you have two or more source of lights. in Doom3 the lights of the second lamp will make softter the shadow of the first light. the way it will happen in real life. in Hl2 i have seen ,screenshots in the city, where players running cast shadows inside a bigger One.. :dozey:


looking forward for Hl2 ,no doubt about it.. it will last for many years ,thanks to the mod community. but in my opinion Hl2 is not exactly an example of a real time lightning game.
but Doom3,FArcry and StaLker they are... the latest two use realtime ligtning only in indoors .
 
Originally posted by burzum
Ermm....the most people in this thread here are still wrong or have no idea of what dynamic realtime lightening means.
I know you're a troll, but I'm bored, so I'll respond.
HL2 uses precalculated projected shadows. NO realtime shadowing ! Stalker and many other games use this technic. The advantage is, it is fast. But can look ugly in many cases and its NOT real dynamic.
Actually, the Source engine is perfectly capable of rendering real time shadows. In Half-Life 2, Valve is choosing to use a combination of precalculated shadow maps for static world objects and real time shadows for dynamic objects.
The HL2 engine is indeed still not more than a very hard modified Q1/Q2 engine.
There's a little more to it than that.
But my personal opionion about this is, it sucks, because its DX9 = M$ only shit and not necassary.
I, too, wish they were using an open, non-proprietary API like OpenGL, but according to some folks, the current Half-Life 2 code does contain hooks for OpenGL, so this maybe something Valve is planning to add in the future.
From what ive seen (screenshots, NO alpha/beta shit) i think also the lightmap-compiler sucks.
Hate to break it to you, but the screenshots and demo movies are based on early builds of the engine. At one point, Gabe was asked about some of of the blocky shadows evident in the E3 videos, and he said that (at the time, about two months ago) the mappers were fine tuning the visuals and were fixing problems like that.
There some Q3 maps compiled with q3map2.exe wich looks more impressive than HL2s lightmapped levels.
Oh, I get it, you're an id fanboy!
Valve worked 5 years on THIS. I cant belive it.
And they're still working on it. Let's wait until they actually finish it before we start judging it.
If i play HL2, the whole game from start to finish in less than 70 hours im very disappointed about waiting 5 years for that.
Ah, unrealistic expectations. Nope, you're not setting yourself up for a let down.
Valve is definitly a very overrated company. Theyve made ONE game wich was a great success and made much money with reselling mods :dozey:
Which proves that a single high qualtiy, well supported product is enough to make a company successful. Maybe if other companies learned that lesson then we'd get more high quality games.
From the technical aspect the HL2 engine is old compared to Stalker and even to the current development status of the Unrealengine.
How is it old when compared to those engines? It has many of the exact same features!
Oh, and before start flaming me as an id-fanboy - i like HL, Hl2 and the id games but im realistic :)
You call it realistic. I call it ignorant.
 
couldn't edit/finish my last post.. :)

the only thing i really miss in HL2 is the lack of use (IF ANY) of Bumpmaps and normal maps.. i dont know what is the point of having a feature? and not use it.. (if it really have it) . most of the doom3 quality and detail comes thanks to the good use of them.

this feature alone should be the standar in all games at this time.. normal maps/bumpmaps are -extremely- good ,fast and effective techniques for faking greater detail in surfaces and characters . this is a must to change the FLat look of surfaces or characters of so many games .

take a look a this site for more info..

http://members.shaw.ca/jimht03/normal.html
 
Originally posted by vann7
couldn't edit/finish my last post.. :)

the only thing i really miss in HL2 is the lack of use (IF ANY) of Bumpmaps and normal maps.. i dont know what is the point of having a feature? and not use it.. (if it really have it) . most of the doom3 quality and detail comes thanks to the good use of them.

this feature alone should be the standar in all games at this time.. normal maps/bumpmaps are -extremely- good ,fast and effective techniques for faking greater detail in surfaces and characters . this is a must to change the FLat look of surfaces or characters of so many games .

take a look a this site for more info..

http://members.shaw.ca/jimht03/normal.html

Valve use it as sublte addition to detail (thats why the models have a pleasing all around visual appeal and the silhoutte is consistent with the rest of the model)

Id however (which is cool) use it as primary focus, which is awesome to behold, but at the same time dreary to notice the horribly jjagged silhoutte.

as Valve would say "Design decision, not technical limitation"
 
MountainMan, your reply is highly unreasonable. The bulk of his post is most certainly true, and he said nothing to earn him the title of "fanboy".


Live Long and Prosper.
 
I know you all love a bit of wasted tech, but precalculated shadow maps for static world objects and real time shadows for dynamic objects makes a lot more sense to me. I think that's where Valve's notorious "design decisions" come in: why dynamically light a block that's never going to move?
Whereas ID are all like: yeah lets waste a few fps on dynamically casting shadows in real time, hey it'll look identical to a light map because it never moves, but it's a piece of new tech and that's all that counts.
The point is you can probably recreate any given scene from Doom 3 in the source engine, just 20 fps faster and ummm.. not looking like a shiny plastic version (hehe, I had to get that one in ;) )!
 
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