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Why does nobody do baked lighting nowadays?
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Ah, I think your video shows why? Yikes
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>>726002292
Why the fuck would you want that
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lost the technology
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Remember megatextures?
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We will never have another Mirror's Edge, art direction is too hard to comprehend for AI pajeets.
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>>726002292
Pajeets.
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Unironically too much work for modern devs
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>>726002292
+ people don't understand how shitty the experience of fixing artifacts of baking is
Just fucking try setting probes in blender for eevee
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I have no experience with game dev or 3d modeling, so if anyone here is knowledgeable, I’m curious if baked in lighting is harder to do than dynamic nowadays. A lot of game engines seem to just do the baked in stuff for you, and that way, I’d imagine you can make lighting look really good without needing a large team or a lot of knowhow on how lighting works.
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>>726002489
I think it will happen eventually as the talentless shits in tech eventually plateau.
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>>726002292
Makes the dev workflow slower (Have to compile lightmaps and redo everything if something doesnt look right), not using baked lighting lets you build stuff and see what it will look like in real time
Doesn't work with moving objects as >>726002350 hinted at
Doesn't work with changing weather and time of day
The upside is it runs a billion times faster than real-time lighting but honestly the main thing that killed it is that the dev workflow is slower
tldr devs are lazy
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>>726002292
cheaper for saars to do rt everything and have it run like shite
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>>726002395
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>>726002656
Backing has a lot of drawbacks, you need to create an additional uv channel for backed texture, the light map should have a giant size to look okay, the process of backing is long, a in the end you get a static map. It's still okay for small games but devs didn't like for reasons
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>>726002475
successor used in doom
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Because HECKING DAY-NIGHT CYCLES
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>>726003159
>we need realtime day-night cycles!
>does it change gameplay?
>...noo!
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>>726002691
It's hardly a problem with being lazy when you have to tackle performance and artifacts, more like shifting work.
Frankly if they put more thought into the whole benefit of it being dynamic and do stuff that would be harder to do with static lighting would at least make the performance hit be somewhat justified but most don't and just use it as an excuse to get dynamic GI and reflections for mostly static open worlds.
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how will we get people to buy new nvidia cards then
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>>726003094
>the light map should have a giant size to look okay
Funny enough the DICE Battlefront games used super tiny light maps and looked great.
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Even without day/night cycles it'll still look off with any sort of dynamic lighting you would expect from simple gameplay stuff like explosions, muzzleflash or magic effects, even with highly stylized graphics.
There are still games and scenes that would benefit well from it even nowadays of course, but you know, it takes effort and all that.
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>>726003127
cool, i actually didn't know that. thanks, anon.
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>>726002292
Almost as if you should optimize things by using lightmaps on static geometry and dynamic lighting on everything else.
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It's funny how predictably contrarian /v/ is. I remember one of the most posted knocks against a new game was the Bioshock infinite vs FEAR comparison showcasing Bioshock's static non-reactive lighting when a grenade detonated near a hanging lamp.
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>>726003159
It inherently limits how dynamic your game can be.
also this >>726004397
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>>726002292
Because it takes effort and skill to do well. Meanwhile slopping in gaytracing is easy and off loads the burden to the consumer.
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>>726004397
Yes anon, the "most posted knocks" about Bioshock Infinite were about its shitty lighting.
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>>726002292
why would you do this when you can just turn lumen on and your game is AAA quality automatically and then you turn on nanite and it has insane performance? UE5 is the greatest engine ever made
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>>726002292
it requires the devs to have good aesthetic sense, modern devs don't have that.
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baked lighting is better if things, you know, don't move? Or at least not unpredictably. Nothing stopping you from copying your model, rotating it away from any given light source, setting its alpha to 0, and then flattening it on the z-axis though. Works great and is way less intensive than typical active lighting.
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>>726005023
lost technology
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>>726004397
Are you retarded? Not every light in F.E.A.R. is dynamic.
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>>726004397
>implying you can't use baked and dynamic lights at the same time just because Biocock didn't
Disingenuous faggotry.
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>>726002292
just trace rays lol
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>>726004397
this man truly is a /v/tard
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>>726006494
then bake after hihi
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>>726002292
It only works with static objects/lights and you have to rebake the level after you change anything. Baking a complex scene takes fucking forever.
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>>726006745
>Baking a complex scene takes fucking forever.
This may have been true back when people were baking their tiny shitbox Quake maps on 90s CPUs, but what's the excuse now in the era of video cards built specifically for raytracing?
Let's also not pretend these bloated AAA studios can't have their own little render farms of a couple dozen RTX cards to bake insanely fast.
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>>726004094
>it'll still look off with any sort of dynamic lighting you would expect from simple gameplay stuff like explosions, muzzleflash or magic effects, even with highly stylized graphics.
What are you talking about? Any decent renderer can combine dynamic lights with lightmap to remove shadows where needed.
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just bake the lighting 120 times per second
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>>726005023
>>726006126
works best with the furthest LOD version of your model to save on processing power as well, because the main hangup with GPUs is density of vertices in a specific rendered pixel instead of overall number of vertices, and it could end up having a lot on the exact same line if you're not careful.
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Just use SVOGI. It runs on Switch 1.
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>>726002292
>Less interactivity and physics interactions than games from 20 years ago
>Somehow modern games demand realtime GI

it's so tiring.
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real time shadows you just click on 1 button
baked you need to do like 20 steps
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>>726010164
Z-up right-handed is the only one worth a damn. When doing ANYTHING in 3d you always need to reference a top-down perspective, which is always going to be most convenient with a traditional XY plane. Anyone who advocates for Y-up is a literal mindless faggot who just says "hurr durr but y is up???" without thinking about the practicality of it. And anyone advocating for left-handed orientations is equally insane because nobody would have ever considered making anything that increments away-from-screen AND off-stage-right, it's ALWAYS, again, that traditional xy graph, y pointing up (on a 2d plane yupfags) and x pointing right. The fact that ANYONE considered doing it ANY OTHER WAY just proves that there are fags and morons doing everything at every level of society instead of exclusively at the bottom rung.
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>>726010460
>>726010164
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>>726010486
I don't get bottom left and top right
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Because half of the graphics creep incentive is a grift to justify new hardware.
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>>726010556
Screen coordinates start from the top left, and Y increases as you go down.
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>>726010679
Is that just for zuplefty or is that the answer for zuplefty, and then the answer for yuprighty
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>>726003249
well do the shadows change the gameplay?
it's largely a visual medium, no need to be a luddist
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>>726002292
Does Lightmass still work in UE5? I tried it and the lighting was really broken and had no global illumination
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>DDGI
>RT Reflections
>SSAO using Visibility Bitmasks
>SMAA
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>>726002292
Simple baked in lightning + dynamic lightning will give 500% more fps than rt while looking barely worse, unless you compare screenshots next to each other. The problem is, first, indian bugs won't be able to do it and second mafia from nvidia might be upset. That's why.
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>>726012206
what about reflections?
>inb4 cubemaps
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>>726012206
dynamic lighting speeds up development because you no longer need to bake lighting every time you make a change to the level
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>>726012258
Most modern games don't have functioning mirrors. You know why? Because even simple trick with second room is impossible due to rt performance impact. Remove rt and suddenly second room cost nothing. You don't need true reflections. You need tricks.
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>>726012385
What about shaders and the high-poly models?
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>>726002475
You mean atlasing, a technology not invented by Carmack but credit is gladly falsely given just like fast inverse square root?
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>>726004397
>All those seething replies
Hypocrites loath being called out
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>>726002691
>>726006745
This would make more sense if developers didn't abandon dynamic objects 10 years ago.

>>726003159
It's a little extra work, but since only the light source is moving and not the objects, you can actually bake day-night cycles as well. See GTAIV and V.
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>>726011783
Yeah, it works fine. So does GPU lightmass (they just refuse to take it out of beta because they want people using lumen). You need to toggle several settings off though or else it doesn't work right
https://dev.epicgames.com/community/learning/knowledge-base/nzMO/unreal-engine-enabling-baked-lighting-in-ue5
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>>726012385
it's insane that there's no mirrors in arma reforger
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>>726012385
It's amazing how your nodev retard ass thinks mirrors are the only things using reflections in a modern game
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>>726012928
I don't really care about reflection in a hubcap, you know? Make fucking mirrors first.
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I love baked lightning but I will never ever ever ever develop a game with one
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>>726003159
mario kart world has day night cycles with baked lighting
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>>726012786
But I did all of those things and my lighting still looks like this
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>>726013084
Yeah all those metallic objects should just eat shit I guess
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>>726012258
Planar reflections work perfectly in most cases. Dynamically generated cubemaps, while imperfect, are serviceable for the rare exceptions where you want a reflection on a non-flat surface.

>>726012437
Stop delegating technical work to tech-illiterate art majors without supervision.

>>726013304
You don't need reflections for that, a basic metal shader and a cubemap or GI depending on the exact material will do the work.
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>>726012056
kino....
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game schools teach programmers to be bad on purpose.
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>>726002292
Requires more effort than turning on ray-tracing and forcing everyone do buy the latest jewvidia graphics card.
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Man I miss leaking light and shadows
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>>726013241
Are you not aware that you are baking your lighting on a god damn demo map using editor geometry that doesn't have fucking proper UVs for lightmaps?
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>>726015427
There is still no global illumination
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>>726002385
zoomers genuinely have an IQ in the 70s and think that if games were restricted to being madw with the tech available in 2003 they would be as good as games made in 2003. That, the only reason Ubisoft and Gamefreak can't make good games anymore is because modern computers are too powerful.
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>>726019273
Technically they would rise in quality because the gatekeep to making a video game is higher. You'd have to know a lot more about video game architecture to make a game.

When any retard can make a game, you end up with retards making games. People who are so retarded they got filtered by Unity are making games in Unreal Engine because it's so dumbed down and easy to make.



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