Which means something went wrong or removed for unknown purpose. Or you're really think AAA Gamedev company would forget about a simple thing as shadows ?
Which means something went wrong or removed for unknown purpose. Or you're really think AAA Gamedev company would forget about a simple thing as shadows ?
Which means something went wrong or removed for unknown purpose. Or you're really think AAA Gamedev company would forget about a simple thing as shadows ?
I think people expect too much shadows in normal daylight scenes, cause games often used those strong shadows / dont have real skylighting. However, you turn on a lamp in an already well-ilumniated area, the resulting shadow is actually quite weak, diffuse and almost invisible in real life.
You don't know what is on their mind. And again, something could have gone wrong.What I think is that an "AAA Gamedev" would not release an unfinished gameplay demo that clearly lacks such basic graphics elements like freakin SHADOWS.
This type of weak 2005-era lighting should simply be non-existent in a game that (supposedly) features ray-tracing.
https://www.gamersyde.com/video_cyberpunk_2077_deep_dive_video-44116_en.html
The Gamersyde vid does look better than the Youtube one, but same problems are still present.
The area of the chair is actually outside the fire-illuminated ground asphalt region: the asphalt illumination (by color tone, not extra light) is strong till the end of the road line. Only highly reflective areas (=puddles, reflective car part) have strong fire reflactions outside that area (again change of tone, since global illumination is already there).Nope. There is literally zero difference between the brightness of the part of the floor that's exposed to the fire's light and the part that has the light obscured by the chair. The ground is evenly-lit in its entirety.
Light sources don't really cast shadows if the area is already hit by other sources. Only if an area is normally dark will the directional light source cast any discernable shadow. If you have enough global illumination from daylight / different light sources, you just get different illumination tone from the fire, but won't magically paint black lines on the floor...
The ground is evenly-lit in its entirety.
Lmao, exactly my point, yeah. Even stronger one. [...] Literally?
I remember this being a big negative of Watch_Dogs when it launched. The game ended up having practically zero shadow casting lights, which was a stark downgrade from the "gameplay" trailers. The Deep Dive video showcased a lot of more advanced ray tracing lighting techniques like diffuse and emissive lights, so it's probably down to certain light rendering pipelines not being implemented yet which also explains the poor/absent lighting around flames
I remember this being a big negative of Watch_Dogs when it launched. The game ended up having practically zero shadow casting lights, which was a stark downgrade from the "gameplay" trailers. The Deep Dive video showcased a lot of more advanced ray tracing lighting techniques like diffuse and emissive lights, so it's probably down to certain light rendering pipelines not being implemented yet which also explains the poor/absent lighting around flames
No problem. The global lightning in 2008 is horrible, they seem to use one light source for the car (instead of two), and you would not get such a shadow while in broad daylight, certainly not on this surface. Its more fitting for a man on a dark stage, illuminated by a single spotlight.I wonder what kirell will have to say to this.
Lol, so first off, that view was under a bridge. Not much daylight to be had there.No problem. The global lightning in 2008 is horrible, they seem to use one light source for the car (instead of two), and you would not get such a shadow while in broad daylight, certainly not on this surface. Its more fitting for a man on a dark stage, illuminated by a single spotlight.
I think you might be so used to old computer graphics with pinpoint light sources, you started to expect those stark shadows even in normal diffuse light as well.
Experiment: If you have a light globe - e.g. white glass or paper surrounding the lamp, stand directly in front of it and project onto a structured surface.
Pic:
Light source: Light globe with 806 lumen lamp, from behind me. Left: Shadow for hand 15 cm from cabinet. Right: Shadow for hand 30 cm from cabinet (starts to disappear). Head is 60 cm only away from both diffuse light source and cabinet - and doesn't cast a visible shadow. This is without daylight or other diffuse light sources to further dillute the shadow, btw.
View attachment 11014754
Doesn't mean the illumination of Cyberpunk 2077 is 100% lifelike and correct, maybe the weights for different light sources are favoring global diffuse skylight too much. But still far closer to reality than what the quoted poster appears to think is a better shadow.
I would recommend to get to a highway and look below to see whether you are suddenly in complete darkness...^^Lol, so first off, that view was under a bridge. Not much daylight to be had there.
Which is why i said the weights for diffuse skylight might be too strong. But not actually sure about that, considering how weak shadows are in diffuse daylight.Secondly, there's much stronger light coming from the motorcycle headlights, and there's literally zero shadows in front of the guy. What gives?