killahsin-[CE]
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Mountain Man said:There are currently two choices:
1) Pre-computed light- and shadow-maps along with their associated problems (i.e. shadow overlap) but great performance; or
2) Full real-time lighting and shadows but at a huge performance hit.
A unified lighting system is great for large outdoor areas...if your computer is from 5 years in the future. Valve picked the best option for today's hardware.
quoted for empahsis
+1 informative
But I want to emphasize all shadow models currently in use including those planned for u3 have the same bugs. All have workarounds not all work arounds are 100%. In some instances in doom 3 you can replicate the shadows on top of shadows that you see in hl:2 as well, as shadows bleeding through non static objects. I.E. entities and mesh's. Until we have the computing power to make shadows actually shadows, rather than directional vert projections or z fail shadow volumes. You will see issues like this prevalent.