Player Shadows

CrucibleCrucible Join Date: 2009-09-05 Member: 68698Members
edited September 2009 in Ideas and Suggestions
I was watching the videocast about the dynamic lighting, and I was very excited to see that. It looks great. One thing I noticed, though, was the player stepping into the light beam from one of the fans... but the player cast no shadow. That got me thinking about how no first-person game that I have ever played will have your own character cast shadows or reflections on the environment, but I think that would be an awesome feature and will add SO much more to the game. It won't add anything to the gameplay and mechanics, but the game will seem so much more real.

Is it too late in the development process to be able to add that in? I bet it would take a couple substantial changes to the engine, because the player would have to render his own world model at all times, which I'm almost certain the game does not currently do... but if it's possible..... that would be awesome.

Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    In an ambush based game player shadows could have a huge effect on the gameplay. On the other hand it would add some nice new elements to the game, but then again the shadows also either boost system requiriments or give unfair advantage to players that have good enough hardware to render them.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited September 2009
    Doom 3 has dynamic shadow casting from self and on self.
    It also limits multiplayer to 4 peeps per server and the maps are tight, cramped hallways.

    Postal 2 had true mirror reflections offline, never played online.
  • CrucibleCrucible Join Date: 2009-09-05 Member: 68698Members
    edited September 2009
    <!--quoteo(post=1726348:date=Sep 6 2009, 01:56 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Sep 6 2009, 01:56 PM) <a href="index.php?act=findpost&pid=1726348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In an ambush based game player shadows could have a huge effect on the gameplay. On the other hand it would add some nice new elements to the game, but then again the shadows also either boost system requiriments or give unfair advantage to players that have good enough hardware to render them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm talking about the player's own shadows. I feel that I can safely assume that other players' shadows will be cast on lighted objects (right?), but having your own shadows cast is something that would give you no tactical advantage and would just add to the immersion.

    Also, on a side note, good video cards are really cheap these days, and people who choose to be PC gamers know that you need to upgrade from time to time. Nobody has the right to use the "my computer isn't good enough to render shadows, so they shouldn't be in the game or else other people have a big advantage" excuse. If you don't want to upgrade your hardware, buy an Xbox.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited September 2009
    <!--quoteo(post=1726363:date=Sep 6 2009, 07:18 PM:name=Crucible)--><div class='quotetop'>QUOTE (Crucible @ Sep 6 2009, 07:18 PM) <a href="index.php?act=findpost&pid=1726363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, on a side note, good video cards are really cheap these days, and people who choose to be PC gamers know that you need to upgrade from time to time. Nobody has the right to use the "my computer isn't good enough to render shadows, so they shouldn't be in the game or else other people have a big advantage" excuse. If you don't want to upgrade your hardware, buy an Xbox.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Better off buying a PS3 and playing bad company (and bad company 2 / cod 6).

    Anyways, a lot of people are using laptops these days. My laptop can run doom 3 smooth... but obviously i can't "upgrade" without dumping it in the trash and getting a new computer... which ironically would cost as much as a "good" video card for a desktop computer.

    Anyways your wrong... play much NS1 blackmesa lately? Marine start can at any time have 4+ onos's, a bunch of fades, green gas, and grenades exploding and people shooting hmgs... Imagine trying to render that at high quality with heavy texture usage and dynamic lighting + shadows everywhere that have to be recalculated when a grenade goes off, or someone fires 1 hmg bullet, and becomes a source of light (from explosions / muzzle flashes)... it will really become impractical for 90% of the NS1 community to play. NS2 will have to be slowed down if it will look that good.

    The point being that every clan/completive player in a public server will need to strip out all the details to play like it's NS1. Perhaps even going as far as installing low-poly 3rd party models for everything.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Dynamic lighting is awesome in any game.

    An option to turn it on/off would be good because it does eat up alot of resources.... maybe a OFF .... Crap shadows.... Dynamic options.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1726363:date=Sep 7 2009, 12:18 AM:name=Crucible)--><div class='quotetop'>QUOTE (Crucible @ Sep 7 2009, 12:18 AM) <a href="index.php?act=findpost&pid=1726363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm talking about the player's own shadows. I feel that I can safely assume that other players' shadows will be cast on lighted objects (right?), but having your own shadows cast is something that would give you no tactical advantage and would just add to the immersion.

    Also, on a side note, good video cards are really cheap these days, and people who choose to be PC gamers know that you need to upgrade from time to time. Nobody has the right to use the "my computer isn't good enough to render shadows, so they shouldn't be in the game or else other people have a big advantage" excuse. If you don't want to upgrade your hardware, buy an Xbox.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh yes, I misunderstood a bit. I think it might be a bit confusing if the shadows weren't visible to others, but I guess it still works that way. At least I'd be thinking about the shadow position in terms of ambushing 24/7 until I'd learn to ignore it though.

    As for the hardware: For example I'm running my games on a decent laptop right now. Some others would have to update their whole hardware because motherboard isn't compatible and so on. Especially for a HL mod like NS there's probably a lot of lower end system users still around.

    Still, I didn't even think my own system when I mentioned the hardware advantage, I've just always thought it's somewhat common problem in multiplayer FPSes. Whether it's still a big issue is worth discussing though.
  • GregzenegairGregzenegair Join Date: 2009-06-26 Member: 67944Members
    If the shadow was not casted by the player yet, it is surely because it was not implemented yet, and only the viewmodel was drawn by the engine, we can expect 3rd view models which cast shadows ...

    And, this has nothing to be with the official post, but I think you'll need a strong computer, so do not expect to play it without a great one.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Add it, if you can't run it, turn it off, if you're playing competitively, the server should be ensuring that everyone has an even advantage, and I would assume that would include disabling the shadows if people can't use them. I see no reason why that can't be plugged into a server variable.
  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    <!--quoteo(post=1726349:date=Sep 6 2009, 10:59 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Sep 6 2009, 10:59 PM) <a href="index.php?act=findpost&pid=1726349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doom 3 has dynamic shadow casting from self and on self.
    It also limits multiplayer to 4 peeps per server and the maps are tight, cramped hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Doom3 multiplayer isn't limited ONLY because of the shadows! I know you know, but it's not like the shadows would be <b>that</b> resource hungry.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1726652:date=Sep 9 2009, 10:26 AM:name=PhiXX)--><div class='quotetop'>QUOTE (PhiXX @ Sep 9 2009, 10:26 AM) <a href="index.php?act=findpost&pid=1726652"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doom3 multiplayer isn't limited ONLY because of the shadows! I know you know, but it's not like the shadows would be <b>that</b> resource hungry.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Besides, why would the shadows affect the number of players?

    Shadows are generated clientside, you don't render shadows per pixel and transmit them over the network, the limitation would be the client's hardware, not the server, and doom 3 is hardly space age technology, it uses like the most basic shadow model in existence.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    The reason why Doom3 had a limit to 4 players in multiplayer (I think more are now allowed at the expense of removing this feature) was because of their precise collision model. Until Doom3, all collision detection was done by the infamous hitbox method in which as far as the game was concerned, when someone was aiming to shoot you, you were a box with the same approximate dimensions as your model.

    It's true that shadows are client-side and in fact that's why it's never going to be an issue (because seeing shadows is not essential to playing the game). However, I can't just turn on and off the precise collision model because what one computer would claim to be a hit another would claim it wasn't because it went inbetween the legs. In order to do it, it must be server-side and ALL client computers would have to receive information on whether or not it hit, which is not a trivial task. It's feasible in low numbers (4 or less), but when you have 24 players all having independent gun fights all across the map, it gets to be rather tedious in both server and network resources.
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