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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
View Poll Results: Do you want the ambient light reflection effect back? | |||
Yes, it looks good |
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101 | 86.32% |
No, it does not look good |
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3 | 2.56% |
I didn't know it ever existed |
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13 | 11.11% |
Voters: 117. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1
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I think the effect will return if you turn SSAO on.
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#2
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#3
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Has nothing to do with SSAO if I understand it correctly. SSAO is what adds shadow to the corners and stuff (look around where the radiators meet the underside of the wings of 110 or spit or 109, you'll see a gray'ish shadow in there. That's SSAO.
Example from Half-Life 2, look behind the phone stand. That shadow is created and calculated from SSAO. ![]() The ambient light reflection glossiness thingy should indeed be an option since a few people here chose "no". I liked it a lot and have not noticed any particular increase/decrease in stutters/FPS since that was removed, I only noticed improvements in FPS after the huge terrain generating patch and turning down buildings detail ![]() |
#4
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I was under the impression though that SSAO becoming optional happened about the same time the reflections disappeared, so they might be related in that way, with both being removed to optimize the frame-rates, but only the more obvious and easier one to make a switch for being made optional. Just guessing though, it could have been broken by something else they adjusted for all I know. |
#5
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I'm going to help you all and tell you the proper term for the lighting technique you're describing:
Fresnel Lighting, or alternatively, a simpler way to say it is usally "Rim Lighting". Here's an example of it being used in a different application: http://members.iinet.net.au/~nexx/stuff/smg_unreal2.jpg So, to reiterate; this is not SSAO, not normal maps, not anything but a simple fresnel shader. |
#6
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Need to be reworked first Quote:
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#7
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You can for example feed the averaged colour of the atmoshpere scattering to the fresnel shader (like making it more orange-pinkish at dusk), further increasing the usefulness of the shader, but not much more than that really. EDIT: Also to keep in mind, stuff like using specular maps to mask Fresnel lighting becomes -really- costly in the end in terms of performance. |
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