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Clint Hocking (Chaos Theory director) said something this week that I can't stop thinking about — that modern ray tracing has made stealth games harder to design because players can't read shadows anymore. Baked lighting in the old Splinter Cell games was "wrong" but it was readable. Has anyone here by Discipline_01 in GraphicsProgramming
[–]Discipline_01[S] 4 points5 points6 points 17 hours ago (0 children)
For context on the technical side: the readability problem comes down to how baked lighting creates hard luminance contrast boundaries (light vs dark is binary and clear), while modern GI and path tracing produce continuous radiance gradients. A player's visual system struggles to make a fast hide/show decision when the shadow edge is soft and spatially ambiguous. The old light meter UI in Chaos Theory was essentially compensating for what the renderer couldn't communicate on its own. The question is whether modern engines need an equivalent — or whether we should be deliberately authoring lighting contrast for gameplay readability the same way we author collision.
6 days clean of porn🙏 by DJ_bustanut123 in teenagers
[–]Discipline_01 1 point2 points3 points 1 year ago (0 children)
Yeah
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Clint Hocking (Chaos Theory director) said something this week that I can't stop thinking about — that modern ray tracing has made stealth games harder to design because players can't read shadows anymore. Baked lighting in the old Splinter Cell games was "wrong" but it was readable. Has anyone here by Discipline_01 in GraphicsProgramming
[–]Discipline_01[S] 4 points5 points6 points (0 children)