Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
User Settings
LAN Parties
Upcoming one-time events:

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

225. Re: Delays Apr 20, 2004, 15:26 speechrut
Doom's lighting model is certainly a step forward, but so is Half-Life2's HDR pipeline, much more diverse and numerous range of shader effects, true radiosity, and it's mix of dynamic lighting with pre-lit maps. Neither has the complete edge on the other, and I think it's a pretty big mistake to focus on a single feature as the be all and end all of graphics advancement. After all, Doom3's method of shadow volumes and stencil shadows is actually one of the simplest full lighting/shadowing simulations: Unreal3 is the only engine we know of that actually integrates all the important elements of lighting simulation, and of course this can only really be done on the highest of high end public hardware.

Bottom line is that neither is going to simply outstrip the other when it comes to who is taking the big step forward. Both have their strengths and weaknesses.

Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.


Blue's News logo