Splinter Cell veteran says realistic modern lighting has screwed up stealth game
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Splinter Cell veteran says realistic modern lighting has screwed up stealth game
1–10 of 76 posts
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#2I don't want a game where Sam Fisher gets spotted and gunned down in three seconds flat. I want a game where I can hide in unrealistically deep shadows and pull off the mission
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#3Old splinter cell and other stealth games still used on screen indicators of stealth. It was never "simple lighting" that made the player understand if they are "in stealth or not". It has always been up to the game designers to make visual understanding of what is hidden and what isn't hidden, this has nothing to do with graphics.
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#4Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#5Splinter Cell games became bad long before we had raytraced shadows.
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#6This just feels like old man yells at sky. Old splinter cell and other stealth games still used on screen indicators of stealth. It was never "simple lighting" that made the player understand if they are "in stealth or not". It has always been up to the game designers to make visual understanding of what is hidden and what isn't hidden, this has nothing to do with graphics.
The core issue, however, is that what the player sees on screen must align with the UI. Baked lighting created hard, discrete boundaries, but modern ray tracing outputs a continuous gradient of scattered light. This inherently creates systemic confusion between the visual feedback and the UI.
The only workaround is to design areas of absolute, pitch-black darkness. But doing so severely restricts level design, not to mention that 'realistic' absolute darkness practically doesn't exist in the real world anyway.
I find myself agreeing much more with the game designer's perspective on this one
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#7Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#8This just feels like old man yells at sky. Old splinter cell and other stealth games still used on screen indicators of stealth. It was never "simple lighting" that made the player understand if they are "in stealth or not". It has always been up to the game designers to make visual understanding of what is hidden and what isn't hidden, this has nothing to do with graphics.
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#9The real world has much more light bouncing fidelity than even modern games. There are still dark things we can't see.
Physically based rendering should be exactly the opposite of what the article is complaining about: it gives you the "correct" way to communicate how light is moving through a space. So the player and the game designer should be able to communicate much more easily, and the artists should be able to focus on actually communicating what they need to, instead of tweaking non physical phong and ambient lighting parameters
Re: Splinter Cell veteran says realistic modern lighting has screwed up stealth game
#10This feels like a very poor excuse when there are plenty of stealth games, or games with stealth aspects, that are successful despite leveraging modern tech. Splinter Cell games became bad long before we had raytraced shadows.