• steeznson@lemmy.world
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    23 hours ago

    I thought the ultimate goal was to encapsulate the lighting system entirely inside the engine to stop programmers/artists needing to micro manage light sources. Presumably if a game only supported ray tracing then they could interact with an environment at the object level and trust the lighting would work in a life-like manner without having to be confected as part of development.

    • stom@sh.itjust.works
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      21 hours ago

      trust the lighting would work in a life-like manner

      Ah we’ve had raytracing for a long time already, and you can download something like Blender and play around with it yourself. You’ll quickly discover that just because it conforms to some real-world principles (and works in a reliable manner) doesn’t mean it’s a magic tool that Just Works and immediately makes anything look good.

      You still have to setup your world lighting (point/sun lights, skyboxes, emissive materials, whatever), adjust it to get the look you want, and your hardware requirement for testing this are now increased.

      Raytracing is nice because it can make things look even better, not because it replaces parts of the workflow.

      • steeznson@lemmy.world
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        20 hours ago

        you still need to setup your world lighting

        That was the locus of my misunderstanding. Thanks for explaining!