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(q.s about shadows) |
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So, uh, watching the '99 trailer, I am scoping out the realtime shadows (Cf. the throwing clip at 1:17 if you want a clear example). Of course it is a rough-looking implementation because the tech. and the time no doubt could only handle those coarse meshes, but it loks like both blood and shadows ran off this system and then it was replaced with the simple dark-spot shadows that we have now. I am sure you/geyser must have noticed this by now, but I don't see where it has been discussed. So... this capability is not still in the code, is it? Also, a second question: the shadows that objects cast onto the floor in-game: where do they come from? Some of them are pretty wacky, and I personally have a hard time believing they are being mapped dynamically by the engine based upon the nearby lighting. Examples include the crates in the Warehouse. --[[User:Iritscen|Iritscen]] 04:51, 21 October 2008 (CEST) | So, uh, watching the '99 trailer, I am scoping out the realtime shadows (Cf. the throwing clip at 1:17 if you want a clear example). Of course it is a rough-looking implementation because the tech. and the time no doubt could only handle those coarse meshes, but it loks like both blood and shadows ran off this system and then it was replaced with the simple dark-spot shadows that we have now. I am sure you/geyser must have noticed this by now, but I don't see where it has been discussed. So... this capability is not still in the code, is it? Also, a second question: the shadows that objects cast onto the floor in-game: where do they come from? Some of them are pretty wacky, and I personally have a hard time believing they are being mapped dynamically by the engine based upon the nearby lighting. Examples include the crates in the Warehouse. --[[User:Iritscen|Iritscen]] 04:51, 21 October 2008 (CEST) | ||
:Adding some more interesting points, in the PC I found these: | |||
0001:001073F0 _ONrMotoko_GraphicsQuality_CharacterPolygonCount | |||
0001:00107440 _ONrMotoko_GraphicsQuality_RayCastCount | |||
0001:00107490 _ONrMotoko_GraphicsQuality_NumDirectionalLights | |||
0001:001074E0 _ONrMotoko_GraphicsQuality_RayCount | |||
0001:00107530 _ONrMotoko_GraphicsQuality_SupportTrilinear | |||
0001:00107540 _ONrMotoko_GraphicsQuality_SupportCosmeticCorpses | |||
0001:00107550 _ONrMotoko_GraphicsQuality_SupportHighQualityCorpses | |||
0001:00107560 _ONrMotoko_GraphicsQuality_NeverUseSuperLow | |||
:But the Mac has a few more: | |||
0001:00072C04 _ONrMotoko_GraphicsQuality_CharacterPolygonCount | |||
0001:00072C7C _ONrMotoko_GraphicsQuality_RayCastCount | |||
0001:00072CF4 _ONrMotoko_GraphicsQuality_NumDirectionalLights | |||
0001:00072D6C _ONrMotoko_GraphicsQuality_RayCount | |||
0001:00072DE4 _ONrMotoko_GraphicsQuality_SupportShadows | |||
0001:00072E10 _ONrMotoko_GraphicsQuality_SupportTrilinear | |||
0001:00072E3C _ONrMotoko_GraphicsQuality_SupportReflectionMapping | |||
0001:00072E68 _ONrMotoko_GraphicsQuality_SupportHighQualityTextures | |||
0001:00072E94 _ONrMotoko_GraphicsQuality_SupportCosmeticCorpses | |||
0001:00072EC0 _ONrMotoko_GraphicsQuality_SupportHighQualityCorpses | |||
0001:00072EEC _ONrMotoko_GraphicsQuality_NeverUseSuperLow | |||
0001:00072F18 _ONrMotoko_GraphicsQuality_HardwareBink | |||
Any ideas on how to test the SupportShadows, SupportHighQualityTextures, SupportReflectionMapping? |
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