Global Illumination in Tom Clancy's The Division
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- Опубліковано 29 лис 2024
- In this 2016 GDC talk, Ubisoft's Nikolay Stefanov describes the dynamic global illumination system that Ubisoft Massive created for "Tom Clancy's The Division.
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As a PC gamer, The Division --- in 2016 --- was the first game I played since Crysis in 2007 that was graphically impressive, and that managed to not only equal but surpass Crysis in one or more graphical aspects.
There may be games from 2014 and 2015 that did so, but I hadn't played them yet.
day night cycle and dynamic weather at 8:20
moving lights or remove / add lights at 31:20
instablaster.
We did not appreciate the genius of this engine and its GI system in 2015. In 2021, with people clawing at each other to pay $1500 for an RTX 3080, it's ridiculous to look back just a few short years ago and see that brilliant minds were producing effectively the same graphics with a GTX 760. Graphics have stagnated since this game and are only now just starting to move forward a bit with the next crop of unreleased games. See y'all in 2025. I hope your GPU luck has improved.
Software GI solutions are criminally underrated. I blame it on nvidia
>producing effectively the same graphics
No.
As far as asset quality and density goes we haven't had a generational boost, but Ray Traced lighting systems do not produce the same results by any stretch of imagination, it's just not true.
Is traditional lighting obsolete or bad in general? No. Is it as good as RT? No.
Thing is all these techniques are applicable to DDGI which just has Ray Traced probes and gives better results by default and runs better than triangle traced RTGI.
res
we all know that this stuff totally didn't make it in the final release just like any other triple a title these days.
what makes you think so?
Are you insane?
I'm sure it's an option at least on high end pcs
Athomield3D
It's how the lighting system works on every version of the game, you can't disable it.
Pretty sure it's just how their lighting system works. It's there.