Product Chat / Lighting Ideas: Bioshock Infinite Implementation

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xCept
AGK Master
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Posted: 4th Mar 2014 19:15 Edited at: 4th Mar 2014 19:21
Bioshock Infinite was one of the games Lee had played early on when looking for FPSC:R inspiration. There was only one person in charge of implementing the lighting system in chief, and that developer just published a detailed technical write-up of all the techniques used.



http://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html?m=1



He described it as a hybrid light system using both baked and dynamic lighting:



- Direct lighting was primarily dynamic

- Indirect lighting was baked in lightmaps and light volumes

- Shadows were a mixture of baked shadows and dynamic shadows

- The system handled both stationary and moving primitives



Might be worthwhile for Lee to read through that and see if he can glean any more tips for improving the lighting appearance or performance.

PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
DVader
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Posted: 7th Mar 2014 13:19
If only Reloaded was up to Infinite's standards.. Even the original Bioshock would be awesome, The water in that game was pretty nice.

xCept
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Posted: 8th Mar 2014 03:39
Yeah the original Bioshock was the first FPS I played since HL2, with a brand new video card. It's still hard for me to fathom that the opening scene in the water is real-time, it looked so amazing...

PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
RickV
TGC Development Director
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Posted: 8th Mar 2014 09:12
Hi,



I'll email the link to Lee so he can read up on this. Thanks for sharing.



Rick

Development Director

TGC Team

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