SlimySnake
Flashless at the Golden Globes
lol I dont feel that strongly about this.Two open world games, where day-night cycle makes sense, and therefore RT. Traditional linear games don’t need that frame rate dead weight that is RT. I’ll go one step beyond on my non popular opinion: traditional reflections are just fine when done properly. I’ll see you all with torches and forks at the entrance of my house.
I think Callisto is a good example of baked lighting mixed in with RT reflections and shadows. The RT reflections were so high quality, they were reflecting lights even on stone walls on top of the obvious metallic surfaces. But the game is 8 hours long and handcrafted to oblivion. You can see even ND who is now making 25-30 hour linear games cant get every room to look that good. SSM had the same issue. Some areas look amazing. The rest is super dull and boring. I thought i was playing a b Ubisoft game. I dont know. Maybe they just needed higher quality lighting.
Maybe someone with better knowledge of baking in lighting can help explain why Spiderman 2 looks amazing when you are above the city, and so fucking ordinary when you are on the ground. Is it because all the direct sunlight is being blocked by those skyscrapers and all we have is indirect lighting? But if their baking process is taking days then surely they are using some fancy render farm with really high quality lighting. Why cant that handle better indirect lighting on the ground?
Cyberpunk has better indirect lighting on streets regardless of whether or not RT is enabled. With some exceptions DF pointed out. So maybe insomniac needs to upgrade their lighting engine even more.