Author Topic: Skylighting  (Read 1319 times)

Offline Chalenge

  • Plutonium Member
  • *******
  • Posts: 15179
Skylighting
« on: November 05, 2013, 07:55:45 AM »
I wish Hitech would enter into a discussion with us about the lighting of the game, so that we might see if game textures might be modified in some way to improve player perceptions that the graphics are somehow antiquated. to improve depth perception, as well as the appearance of all 3D shapes in the game.

For instance:
   We don't appear to have ambient occlusion. Do we need it? Is the global illumination scheme holding the appearance of the game back?
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.

Offline jeffdn

  • Nickel Member
  • ***
  • Posts: 406
Re: Skylighting
« Reply #1 on: November 05, 2013, 08:13:47 AM »
I wish Hitech would enter into a discussion with us about the lighting of the game, so that we might see if game textures might be modified in some way to improve player perceptions that the graphics are somehow antiquated. to improve depth perception, as well as the appearance of all 3D shapes in the game.

For instance:
   We don't appear to have ambient occlusion. Do we need it? Is the global illumination scheme holding the appearance of the game back?

For those of us not as familiar with the intricacies of modern game development, would you mind defining some of the terms you used in a simple-English way?

Offline ImADot

  • Platinum Member
  • ******
  • Posts: 6215
Re: Skylighting
« Reply #2 on: November 05, 2013, 08:54:53 AM »
would you mind defining some of the terms you used in a simple-English way?

I think what he's asking for is less ambient lighting (the constant-level wash of light that comes from nowhere and illuminates everything equally), more point-source lighting (like the main light source being the sun), and the ability for one object to partially block the light that falls onto another object (ambient occlusion).

In theory, this would make the terrain less "washed out" or "flat", and make the 3D feel "pop" and give you more of that "you are part of the world" feeling.

Much of this functionality would fall on the video card, so there's a good chance that implentation of these feature would cause a large portion of the player base to either scrape together enough money for a complete system upgrade or leave.
My Current Rig:
GigaByte GA-X99-UD4 Mobo w/ 16Gb RAM
Intel i7 5820k, Win7 64-bit
NVidia GTX 970 4Gb ACX 2.0
Track IR, CH Fighterstick, CH Pro Throttle, CH Pro Pedals

Offline jeffdn

  • Nickel Member
  • ***
  • Posts: 406
Re: Skylighting
« Reply #3 on: November 05, 2013, 09:10:33 AM »
I think what he's asking for is less ambient lighting (the constant-level wash of light that comes from nowhere and illuminates everything equally), more point-source lighting (like the main light source being the sun), and the ability for one object to partially block the light that falls onto another object (ambient occlusion).

In theory, this would make the terrain less "washed out" or "flat", and make the 3D feel "pop" and give you more of that "you are part of the world" feeling.

Much of this functionality would fall on the video card, so there's a good chance that implentation of these feature would cause a large portion of the player base to either scrape together enough money for a complete system upgrade or leave.

I understand now. So would it be things like trees casting shadows based on the position of the sun, mountains having long shadows behind them when the sun is low in the sky, etc?

Offline ImADot

  • Platinum Member
  • ******
  • Posts: 6215
Re: Skylighting
« Reply #4 on: November 05, 2013, 09:22:56 AM »
Buildings and vehicles (including planes) already cast shadows based on the position of the sun. I think the wish is to have more contrast to make the terrain less "washed out".

I'm not a big fan of high contrast and color oversaturation, so I personally think it's fine the way it is now because my main focus in the game is combat and not sightseeing.  ;)
My Current Rig:
GigaByte GA-X99-UD4 Mobo w/ 16Gb RAM
Intel i7 5820k, Win7 64-bit
NVidia GTX 970 4Gb ACX 2.0
Track IR, CH Fighterstick, CH Pro Throttle, CH Pro Pedals

Offline Tank-Ace

  • Persona Non Grata
  • Platinum Member
  • ******
  • Posts: 5298
Re: Skylighting
« Reply #5 on: November 05, 2013, 10:07:19 AM »
Buildings and vehicles (including planes) already cast shadows based on the position of the sun. I think the wish is to have more contrast to make the terrain less "washed out".

I'm not a big fan of high contrast and color oversaturation, so I personally think it's fine the way it is now because my main focus in the game is combat and not sightseeing.  ;)


As it should be. If you've reached the point where the graphics are bugging you, you're not in enough fights.
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

"Once more unto the breach"

Offline Chalenge

  • Plutonium Member
  • *******
  • Posts: 15179
Re: Skylighting
« Reply #6 on: November 05, 2013, 06:34:40 PM »
Buildings and vehicles (including planes) already cast shadows based on the position of the sun. I think the wish is to have more contrast to make the terrain less "washed out".

I'm not a big fan of high contrast and color oversaturation, so I personally think it's fine the way it is now because my main focus in the game is combat and not sightseeing.  ;)


Well, you should modify your attitude based on arena numbers if nothing else.

At the risk of revealing the secrets behind the curtain you should know that shadows are not actually based on light, but they are a trick of texturing. I guess HTC could do it differently, but I don't know why they would.

It's interesting that ImADot mentioned saturation, because some of the big gaming houses have taken criticism for desaturating textures in titles like MoH. At any rate AO is not a question of high contrast, color oversaturation, or making high end graphics cards a requirement. What AO represents is a method of making textures more realistic, which will draw more people into the game. Enhancing the AO effect with the video card would make things even more realistic (an additional option).

So, what I'm getting out of the responses so far is a wish for things to remain as they are, 'safe,' and with a small player pool. Interesting.

Carry on.
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17362
Re: Skylighting
« Reply #7 on: November 05, 2013, 07:21:09 PM »
chalenge is your wish to enter a discussion or to actually have something added/changed in the game.  the first one serves no point.  nobody can win an argument with you as you just come back with something else.

semp

you dont want me to ho, dont point your plane at me.

Offline Saxman

  • Plutonium Member
  • *******
  • Posts: 9155
Re: Skylighting
« Reply #8 on: November 05, 2013, 07:29:06 PM »
One thing I'd like to ask, is whether it's possible to add some of these shiny video effects the same way that bump and specular mapping, the detailed terrain option, self-shadows, detailed water, etc. have been done. In other words, lower-end machines can keep details at the current levels, while players with high-end rigs can add those additional effects (HDR, AO, etc). Basically make it a best-of-both-worlds thing?
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline Chalenge

  • Plutonium Member
  • *******
  • Posts: 15179
Re: Skylighting
« Reply #9 on: November 05, 2013, 10:41:47 PM »
Exactly what I'm saying Saxman. This wish is for discussion about whether it is possible to modify AH so that the textures carry Ambient Occlusion information. It is my belief that AH would attract more customers if it had this option.

@semp: So what your saying is I should make a wish and then never engage in rebuttal? or what I think you mean is my hands should be tied because bbs users don't care to research before they post? I don't think so.
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17362
Re: Skylighting
« Reply #10 on: November 05, 2013, 11:15:12 PM »
challenge the answer to your question should be in the war thunder thread in the oc.


semp
you dont want me to ho, dont point your plane at me.

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Skylighting
« Reply #11 on: November 06, 2013, 05:02:20 PM »
I think what he's asking for is less ambient lighting (the constant-level wash of light that comes from nowhere and illuminates everything equally), more point-source lighting (like the main light source being the sun), and the ability for one object to partially block the light that falls onto another object (ambient occlusion).

In theory, this would make the terrain less "washed out" or "flat", and make the 3D feel "pop" and give you more of that "you are part of the world" feeling.

Much of this functionality would fall on the video card, so there's a good chance that implentation of these feature would cause a large portion of the player base to either scrape together enough money for a complete system upgrade or leave.

In the 2 hours after dawn and just before dusk you get this effect in the game. Looks like a CGI movie at times. So at those times the light source is very specific and the game without killing players FPS looks very good. How does it change as the sun raises higher? Obviously the sun is not really the light source, just a prop in the sky.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline ImADot

  • Platinum Member
  • ******
  • Posts: 6215
Re: Skylighting
« Reply #12 on: November 06, 2013, 05:26:32 PM »
In the 2 hours after dawn and just before dusk you get this effect in the game. Looks like a CGI movie at times. So at those times the light source is very specific and the game without killing players FPS looks very good. How does it change as the sun raises higher? Obviously the sun is not really the light source, just a prop in the sky.

Sky Dusk color, Sky Day color, Sky Night color, and the fog colors that go along with them. The RGB values sets the color and the brightness. You can also set the sun color for each of those time periods and the color of the ambient light.
My Current Rig:
GigaByte GA-X99-UD4 Mobo w/ 16Gb RAM
Intel i7 5820k, Win7 64-bit
NVidia GTX 970 4Gb ACX 2.0
Track IR, CH Fighterstick, CH Pro Throttle, CH Pro Pedals

Offline Ack-Ack

  • Radioactive Member
  • *******
  • Posts: 25260
      • FlameWarriors
Re: Skylighting
« Reply #13 on: November 06, 2013, 06:42:59 PM »
If you've reached the point where the graphics are bugging you, you're not in enough fights.

Or maybe the person is just tired of flying around looking at out dated graphics. 

ack-ack
"If Jesus came back as an airplane, he would be a P-38." - WW2 P-38 pilot
Elite Top Aces +1 Mexican Official Squadron Song

Offline Ack-Ack

  • Radioactive Member
  • *******
  • Posts: 25260
      • FlameWarriors
Re: Skylighting
« Reply #14 on: November 06, 2013, 06:48:14 PM »
One thing I'd like to ask, is whether it's possible to add some of these shiny video effects the same way that bump and specular mapping, the detailed terrain option, self-shadows, detailed water, etc. have been done. In other words, lower-end machines can keep details at the current levels, while players with high-end rigs can add those additional effects (HDR, AO, etc). Basically make it a best-of-both-worlds thing?

Yes, these advanced graphic features could be added as selected options like the bump mapping and shadow graphical options.  If you don't have a system/graphic card powerful enough to run these advanced options, you don't need to enable them for more eye candy.  However, if you do have a system/graphic card that can handle the load, then these options could be enabled to enjoy more eye candy.  Since these are just advanced graphic options, there wouldn't be any issue of players with better systems having an advantage over those with lower systems, one would just get the option of better graphics while the other one has the option to maintain their status quo.

Not saying that the graphics have to be on WT level, just bring them out of 2005 and into the present day.

ack-ack
"If Jesus came back as an airplane, he would be a P-38." - WW2 P-38 pilot
Elite Top Aces +1 Mexican Official Squadron Song