+1 Impressive stuff.
Cubemaps?"Fake" precalculated reflections on metals which change as characters go inside buildings, so you don't get the typical open world game problem of how to balance interior and exterior dynamic lighting.
Cubemaps?
I'm sure the answer to this second question is somewhere in here, but I don't feel like going through 12 pages to find it.
Do you have predefined maps, or do you use procedural generation?
- Music from M&B Viking Conquest they definitely don't have the rights to.
- Literally Kratos from God of War sitting on the Iron Throne surrounded by his two hot viking wives.
- If I'm understanding correctly, trees don't cast shadows past 300m, but rather only create ambient occlusion shadows?
If it's not too much to ask, could you give us comparison screenshots between two versions of the same spot in summertime? One with distance-field shadows enabled, and one with your current ambient occlusion technique.
- This looks genuinely amazing. How demanding is it?
- Can anything be done to reduce the egregious pop-in such as in this gif?
- Correct me if I'm wrong but I'm not noticing any Global Illumination in any of your screenshots.
Is this a tease for your next community dev blog?