Thomy wrote:And, when combined with EnvironmentalProbes and SSR, results can look very convincing
Very nice article once again and huuuuh this time you really played and tested alot of stuff in comparison. Thanks for explaining some of the CVARs its going to help me with some fine tuning
I think what alot of people forget about is that alot of the illumination changes that were introduced and crytek is still working on are using a quite different approach than what gamers are used to today. Not just cause its done in realtime, but cause it does change some of the fundamentals we are used to. Lighting always was something rather static. Assets would cast a shadow that could move with the sunlight or other moving light sources, some AO would melt with it but thats pretty much all about it. A greyscale layer of shadows if you wanted more you needed to precompute it. Its not just GI itself that changed but also the switch from SSAO to SSDO that does improve the overall look of the global lighting in a real time environment to a great amount, by introducing light and shadow color bleeding like it hasn't really been done before real time. This gives content creators much more freedom when it comes to light setup throughout the entire production process as no other engine at this time and reduces their precomputing time significantly. Leveldesigners literally can play around with their assets and the way they place the lights in real time and no longer rely on endless consultations with their asset creators.
I do agree with you that in some cases the visual qualtiy does suffer, like some of the ghosting, tearing effects and an overall amount of "bluryness" that appear but i think that isn't that much the issue of the engine itself, but rather cause downscalability crytek wanted to achieve as well, so it works for everyone and not just the high end setups. Needs some tuning and tweaking, but hey give the guys some time. 6 years ago noone would have thought that a PS or XBox could have real time lighting like this.