This question spawned from a discussion about baked radiosity and texture shadows (Mirrors Edge style) VS shadow mapping and indirect lightmaps (COD4 Style) and their respective aesthetic and performance merits.
It got me wondering what ids RAGE uses, judging from released media there seems to be high quality indirect lighting and shadows which suggests baked radiosity lightmaps, this makes sense because if their megatexture gives them infinite textures then theres no reason they wouldnt bake their lighting into it. Secondly they are aiming for a 60fps game and baked lighting is good on performance.
So that part is kind of obvious, what REALLY Im curious to know is what sort of shadows they could be using. I could be totally wrong but I think texture shadows wouldnt work for self-shadowing characters (think HL2) and shadow mapping on dynamic meshes but not static would cause errors as some surfaces would be only receiving shadows and not casting. So that leaves me wondering what they could be using...
Do you guys have any ideas?
Replies
Baked radiosity is just baked indirect + direct light, and texture shadows are the same thing as lightmaps, are they not?
I know Mirror's Edge took advantage of beast, which allows indirect light bouncing calculations into the normal direct-illumination shadow map generation. I don't know much about COD4's system, I never dug into their level editor. Are you saying they had baked AO on their textures (either multiplied into the diffuse or as a separate map) and used only real-time shadows?
I'm not sure what your question is here. From what I'd seen of RAGE, I'd guess they're doing much the same thing that newer versions of UE3 allow, which is doing more advanced indirect illumination when they generate their lightmaps. A select few of the lights that are used for this baking are then tagged as 'dynamic' and thus cast dynamic shadows (be it cascaded, stencil etc) on moving objects.
also what you store in your baked maps is up to you. Different mix of possibilities. Recent implementations are using directional lightmaps / radiosity normal maps, which allow better lighting of normalmapped assets.
Yes baked radiosity is baked indirect and direct lighting into lightmaps. Texture shadows are not the same thing as lightmaps, I am referring to dynamic shadows like they have in HL2 and mirrors edge also be called render-to-texture (RTT) shadows and dont lend themselves to self-shadowing.
COD 4 seems to have baked indirect light only and uses shadow mapping across the whole scene, they dont appear to have AO as a separate term or anything.
@Crazybutcher
Looking at halo 3, their characters self-shadow and also the shadows overlap the baked lighting which leads me to believe they have baked radiosity and I suspect that their real-time shadows are a form of shadow mapping on dynamic objects with some extra tricks to stop things like shadows casting through objects.
I think this is what RAGE is doing.
thesplash, thats what I tried to say. If you have shadowmap info, you can apply it on what surfaces you want, how you want. You will need depth rendered from "sun" with the current scene (dynamic and static objects), but you can apply the shadow effect as such with full control, as you have to code every bit yourself So you could take a static object sample your lightmap and fade in the realtime shadow, and for a dynamic object you wouldnt nave a lightmap but other lights' contributions.
many ways to get to Rome here However for real-time shadows you will always need depth from lightsource of all geometry that casts shadows.
for characters using a directional light grid for the ambeint then realtimes on top can give real nice effects
The most recent multi-pass pics i've seen are from Seneca's interview for Luxology:
http://www.luxology.com/community/blog/entry.aspx?id=136
You can see a couple different shadowmap looking shadows coming off that little pillar in the center. Differing qualities (probably taken from the editor, i know they have a faster 'preview' shadowing mode). Also, I wouldn't be surprised if they have different solutions for their indoor stuff vs. outdoors.
They are doing a 30fps game this time. I read it in an article some time ago. so they can get more details in it.
Carmack is a genius, trust him... :P
RAGE is 60hz, all platforms. Doom4 is 30hz. That article also has a few rarely seen concept sketches too, for the (Sparth?) connoisseur.