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JuggernautOfWar

Dynamic shadows possible in Real Virtuality?

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First they need deferred shading/lighting to be pluged in. Without it, multiple light sources casting individual shadows is not really gonna work ;)

In theory, should be possible. Boggles my mind that a game released in 2013 can have shadows only for 2 individual light sources either way...

---------- Post added at 20:00 ---------- Previous post was at 19:58 ----------

It probably could, but it might blow up your rig instantly if activated.

Edit : Also, your point goes quite deep and is linked with a gamebreaking problem. See : http://feedback.arma3.com/view.php?id=4180

Just a note: of course light sources cast light through models since they have no shadows. Actually, the so called "problem" has a single fix, and that is deferred lighting.

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Uh.... the game already has dynamic shadows. There are no baked shadows, except the ambient occlusion textures.

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Uh.... the game already has dynamic shadows. There are no baked shadows, except the ambient occlusion textures.

Dynamic by other sources than the sun or moon, like flashlights, lightnings, headlights and so on.

Or...

One of the things that made STALKER so special.

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They should had the deferred shading/lighting in the first place when they been updating a3 lighting ...

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One of the things that made STALKER so special.

Haha, yeah, back in 2007.

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http://forums.bistudio.com/showthread.php?122794-Development-Blog-amp-Reveals/page212&p=2155863#post2155863

"We are definitely going to use deferred lighting and shadows"

WE'LL SEE BIS

Don't hold your breath.

That was when Arma 3 still was "Game 3" and not Arma 3 as we know it now, everything changed. Damu is not even a Dev anymore.

Haha, yeah, back in 2007.

Exactly.

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Don't hold your breath.

That was when Arma 3 still was "Game 3" and not Arma 3 as we know it now, everything changed. Damu is not even a Dev anymore.

To be honest every other modern game engines already have deferred lighting and shadows , so i think for ArmA 3 would be great idea to have it too

and for some weird reason we are stuck with stencils shadows and limited lighting ...

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Dynamic by other sources than the sun or moon, like flashlights, lightnings, headlights and so on.

Or...

One of the things that made STALKER so special.

I was just answering the question OP asked. Lack of shadow casting lights, other than the sun and moon, doesn't mean the shadows aren't dynamic. They have to be dynamic, otherwise they wouldn't move as the sun and moon rotate around the terrain.

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Just guess why all the flash and Headlights are so weak in Arma 3. Quite lazy workaround if you ask me.

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Just guess why all the flash and Headlights are so weak in Arma 3. Quite lazy workaround if you ask me.

Drawing shadows from the perspective of each light source is very very CPU and GPU intensive. It's basically rendering the scene again (albeit without any fancy shaders) from the POV of the light.

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Drawing shadows from the perspective of each light source is very very CPU and GPU intensive. It's basically rendering the scene again (albeit without any fancy shaders) from the POV of the light.

you mean like PIP minus shaders? :p

you can scale how far it's rendered too. also a dev talked about adding it using the term "99%". there is no technical excuse except resources...

i found this sounded interesting too http://forums.bistudio.com/showthread.php?162153-Interior-shadows-WITHOUT-creating-dynamic-shadows-through-LOD-that-cuts-off-light

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Drawing shadows from the perspective of each light source is very very CPU and GPU intensive. It's basically rendering the scene again (albeit without any fancy shaders) from the POV of the light.

what? please read on deferred lighting. Even ray traced engines don't work the way you describe it

http://www.beyond3d.com/content/articles/19/1

Edited by PuFu

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what? please read on deferred lighting. Even ray traced engines don't work the way you describe it

http://www.beyond3d.com/content/articles/19/1

No, you read. You don't obviously know that deferred lighting and deferred shadows are two completely separate things. Depth maps for the shadows still need to be rendered from the perspective of each shadow casting light, even if shadows are rendered in a deferred fashion.

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Oh, but i know very well those are 2 different things, the first being derived from the later. afaik the main advantage of the deferred render vs forward render, is, besides the number of light in the scene (yes, i said lights and not lights casting shadows) that can be present, is the fact that it is pixel based. It is not based on geometry, but rather on the pixel that needs to be displayed. Correct me if i am wrong, but you don't need to have the z depth rendered for each individual light source from it's own perspective, since all it is stored in the g buffer in a single pass.

Edited by PuFu

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-This is yankee-doodle, we've got z-buffers in the deferred-pass, how copy?

-Copy that, yankee-doodle. Sending ray-tracers down range.

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Oh, but i know very well those are 2 different things, the first being derived from the later. afaik the main advantage of the deferred render vs forward render, is, besides the number of light in the scene (yes, i said lights and not lights casting shadows) that can be present, is the fact that it is pixel based. It is not based on geometry, but rather on the pixel that needs to be displayed. Correct me if i am wrong, but you don't need to have the z depth rendered for each individual light source from it's own perspective, since all it is stored in the g buffer in a single pass.

How would you store it if it hasn't been rendered in the first place? ;)

You can't use the depth map of the player viewport, that doesn't know which object is occluding which objective from the POV of the light.

http://en.wikipedia.org/wiki/Shadow_mapping#Creating_the_shadow_map

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Uh.... the game already has dynamic shadows. There are no baked shadows, except the ambient occlusion textures.

Only casted by the sun.

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To be honest every other modern game engines already have deferred lighting and shadows , so i think for ArmA 3 would be great idea to have it too

and for some weird reason we are stuck with stencils shadows and limited lighting ...

Dude.

Every modern game engine has all the stuff you mentioned, yes. But how many of these engines actualy apply all the processes at the same time? I mean even in Crysis 3 or Battlefield 4 you see lights which shine through stuff without casting any shadows.

The problem is everywhere, you just can not have hundreds of lights with all of them casting shadows.

Your argument has no value.

@Topic: I am sure there is a way to implement dynamic shadows but it would cost shit tons of performance given the fact that the RV engine is old as fuck.

I for my part have no big interest in this. Arma3 is a beauty as it is and I do not play night PvPs.

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dean hall announced in E3 that dayz will use a new engine (infusion) , which will use dynamic shadows, hope this technology may be implanted in arma 3 ! :)

"So that is going to allow us to do DirectX 10 and 11. It is going to allow us to do dynamic lighting, which means no more flashlights going through walls, proper dynamic shadows"

http://forums.dayzgame.com/index.php?/topic/199306-dayz-moving-to-new-engine-infusion/ [^]

http://www.reddit.com/r/Games/comments/27uf74/rgames_rdayz_ama_with_rocket_dayz_is_moving_to_a/

Edited by sofianebilal

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dean hall announced in E3 that dayz will use a new engine (infusion) , which will use dynamic shadows, hope this technology may be implanted in arma 3 ! :)

"So that is going to allow us to do DirectX 10 and 11. It is going to allow us to do dynamic lighting, which means no more flashlights going through walls, proper dynamic shadows"

http://forums.dayzgame.com/index.php?/topic/199306-dayz-moving-to-new-engine-infusion/ [^]

http://www.reddit.com/r/Games/comments/27uf74/rgames_rdayz_ama_with_rocket_dayz_is_moving_to_a/

It's not moving to a new engine. Their current version of the engine is just so much different than what they started with so it deserved a new name.

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