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Let There Be Light - Official Discussion Thread

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Looks fantastic. Think we'll get a white christmas this year to match all those beautiful winter concepts?

LMAO my website is broken please click this to apply to Flames of Exile (maybe, if that's not busted too)

On 5/11/2015 at 1:48 PM, CAWCAWCAW said:

Rub rock on face and say "Yes food is eaten now time for fight"

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In the very brief 5.9 snap test I got to see the lighting was a lot better. 


As Todd, our creative director and co-founder, was looking over my shoulder reviewing the lighting at different times of day, he asked me to see how far we could push the darkest night visibility while still maintaining illumination on your character and immediate surroundings. It was pretty cool and I look forward to working on that element of the project next. You may see that pop up at some point as we continue to refine our game lighting.

This is very exciting. I've often thought that night isn't nearly Dark enough. Especially the night sky. 

To have light sources and spell effects light up the night would be amazing. 

Blazzen <Lords of Death>

YouTube - Twitch - Guild

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13 hours ago, ACE_JackalBark said:

New lighting changes will really brighten up your Crowfall experience!


Really lights up my day! 



40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.


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3 hours ago, Nazdar said:

I love the look.  What kind of a bite does this take out of performance?

Bak lighting is about half as resource intensive then dynamic. If you have a good CPU clock speed in your gaming rig you wont notice it too much. 

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Fully dynamic was the right choice. The sun moves across the sky.  The terrain is dynamic.  In the future, people might even carry torches (can't prebake that). Prebake is okay for Mario Bros, not for Crowfall.

Are you guys using forward or deferred rendering?  WIth deferred rendering and a g-buffer, you can have lots of lights (thousands) at reasonable cost per-light.  With forward rendering w/ an early z-pass, you can have much lower data bandwidth, esp on 4K devices, and transparency is easy, and you can support multiple lighting models, but the number of light sources is limited (forward+ improves on that though with tiled light culling).  So... I'm just curious which rendering strategy you guys went with as Unity supports both.

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