While working on these lighting features we couldn't help but take notice of a few other things we'd been hoping to improve, but hadn't managed to yet. When we first implemented our global illumination (GI) system along with the new renderer, we wanted something fully dynamic and blazingly fast. We absolutely nailed it. For those who don't know, dynamic GI systems tend to murder your performance and have their share of problems and limitations. Our GI system certainly has its limits, but much of this is just precision and similar concerns that are performance trade-offs. The most keen-eyed players shared some of our nit-picks, mainly that shadowed areas often look too dark, which doesn't look natural, lacks depth and makes visibility in darker areas uncomfortable. Taking a fresh look at the problem, we found a performant solution to correct these shortcomings. It's quite the improvement, indirect lighting is less harsh, while actually adding more depth and detail to the image. The game's signature darkness is still very much there, but it's more realistic with partial darkness showing something and not being impenetrable, adding more to the atmosphere. Outdoor environments benefited even more, where the odd mix of dark and bright shadows looked very out of place. The lighting is more natural and reflected light more vibrant. One thing led to another, and we then made further improvements, adding more detail to indirect lighting. We also made some quality improvements to our shadows, making for a cleaner image. The overall visual impact is huge, some of the devs considered it the biggest leap in visual quality the game has seen.
Global illumination differences are harder to clearly show in screenshots and we don't have direct comparisons. The aim here is subtle realism, if nothing stands out it means we did well. Capturing the range can be tricky, but the shadows are crisp and contrast sunlight well while still showing lots of lighting detail and depth within them, and things look nicely grounded.
Even in a dimly lit room, you can still see lots of detail inside the shadows, they don't just swallow up large portions of the screen. It's more realistic and immersive and you can make out quite a bit more of your surroundings even in relative darkness.
Clearly there was some shifting of priorities here, but both in terms of roles, AI and visuals these are very good changes and we've been working very hard to get it all in a complete state right now. We're working on one last piece of fancy new clothing, and we should hopefully be able to wrap up the role stuff up quickly. The role and AI changes are obviously very big and broad, and we definitely expect to be fleshing them out and tuning them over time rather than all in one go.
Best,
Bare Mettle