Splinter Cell :Chaos Theory

Gorgon

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WIDESCREEN pic

What shadowing algorithm does the engine use? What kind of lighting equation?

It's not really easy to spot the type of shadow algorithm we use in this screenshot but we are using filtered shadow maps with bleeding removal. They look significantly softer than SC1 shadows. Hard shadows (stencil or shadow maps) are very problematic from an artistic standpoint when they hard cut per pixel lit surfaces. The whole artistic concept of the renderer was to be contrasted but smooth unlike SC1 which was contrasted and sharp/edgy.

Since the screenshot is taken using a SM1.1 renderer, can you tell me what improvements we'll see when using SM2.x and SM3.0 renderers instead of a SM1.1 renderer? Also, what difference will we see between SM2.x and SM3.0?

The SM 2.0/3.0 version is in development at the moment but we aren't ready to talk about its advantages (beside removing gradients/banding) yet. As always, the improvement in quality we will get is dependent upon the amount of assets redesigned to take full advantage of SM 2.0/3.0 shaders. That said, some of the art in the game is going to look significantly better without having to restart from scratch.

:) http://www.beyond3d.com/index.php#news17002
 
I dont know what the heck you are asking but that pic looks great
 
RoyaleWithCheese said:
I guess you have to see it in motion, otherwise I am not that impressed.

you are perfectly right, but that article was showing some of the technology in sp3
 
To me it looks like they bump/spec mapped that wall and stairs 500000%. What is it with developers now thinking shiny is realistic?
 
guinny said:
To me it looks like they bump/spec mapped that wall and stairs 500000%. What is it with developers now thinking shiny is realistic?

Well, it's shiny because it's raining. Notice how the dry patches have no shine?
 
guinny said:
To me it looks like they bump/spec mapped that wall and stairs 500000%. What is it with developers now thinking shiny is realistic?

That's because SP:choas theory's new engine adds specular mapping whenever it rains to give it a shiny effect. This looks like a kick ass effect, as it happens in real time in the game world.

The water also uses direct x 8/9 effects, same as source such as fresnal effect, refraction and reflection.

Choas theory's engine is awesome, it's better than D3 IMO.
 
lans said:
That's because SP:choas theory's new engine adds specular mapping whenever it rains to give it a shiny effect. This looks like a kick ass effect, as it happens in real time in the game world.

The water also uses direct x 8/9 effects, same as source such as fresnal effect, refraction and reflection.

Choas theory's engine is awesome, it's better than D3 IMO.
It's modified Unreal 2 isn't it?
 
:thumbs: Splinter Cell: Chaos Theory is going to be tight!
 
JimmehH said:
It's modified Unreal 2 isn't it?

No.

Tredoslop said:
It's using the Unreal Engine 2.0 (Unreal Warfare engine).

I'm not 100% sure - (since you are mostly up to date with everything ubi ;)) - so I'm a but confused, but this is a new engine made from scratch by ubi montreal. SP3 uses all next gen features such as normal mapping/bump mapping, cool shader effects, speculars, dynamic soft shadowing, e.t.c.

UE2 was for splinter cell 1 and 2.
 
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