@Wolf
Well as you know I have been rather critical of TGC of late, and to be honest I was just trying to be a little more positive toward GG.
I am also referring more to the illumination\emissive functionality, so probably not worded too good there
I think the GG shots I posted above don't look too bad considering they are in-door environments - for me I find inside environments rather difficult since PBR was added.
Illumination of course relies on post processing to bring out the glow for lights on the illumination map, and that is nothing like how it could\should be. You can't for example get anything like this shot:
Again this is just post processing. In GG you have to use lights as well as bloom, but you won't get anywhere near that kind of effect.
Honestly it just irks me no-end that features like PBR are added but just aren't polished. And they just move on to other bells and whistles.
And I still can't get rid of banding which doesn't really show in screen-shots - but moving around in the level it is very noticeable.
With out-door scenes PBR looks much better.
Elsewhere I have stated that the lighting is abysmal for the following reasons:
The light-mapper is broken.
Simply can't light-map if you have illumination maps - the map will be tiled over you models - been that way since DX-11 was added.
Dynamic Lights don't cast shadows..
Sun affects interior walls even when turned off - wall opposite sun will be brighter, especially when a light is used (see previous post pics)
Example:
Note the signs on left and right walls - they are the same sign!
Reliquia....
aka OldFlak
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