Hi Lee,
I read the thread. I was just assuming that the coming soon for GG too (in another thread here) part was triggered in the update a few hours ago already. MY BAD! Too excited for that.
I will wait.
Regarding the points light FPS impact - I am well aware of that, and of course I would use them wisely. However, in Painkiller (and we are talking 2007 to 2009 here) we had in some situations 3-4 shadowcasting lights attached to the rockets flares at once before the engine (which was a speedy beast back then, pumping more than a million of polygons without complaining!) would say NOPE. Of course I designed most levels to work with one dominant lightsource.
On the latest Hitman we had a little bit more power at hands, and some of that was used for quite impressive dynamic lighting. If I remember right, I passed you a Steam key for that when we released Paris, so you can check yourself.
I have never worked directly on Assassins Creed, just did some smartassed consulting and input from far away when I was working with Ubi, but one of the reasons why it avoids longer indoor sequences is that limitation. Even in Origins, the indoors look just somewhat between OK and good while everything outside is AMAZING.
In a nutshell: If the system is clever enough to fade them in and out properly, I can design around the performance limitations. I just want to have the chance to do so.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."