Author Topic: Limitations of prebaked lighting?  (Read 834 times)

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Smooth Groove

  • Both teams played hard, my man
  • Senior Member
Limitations of prebaked lighting?
« on: May 12, 2009, 03:23:36 PM »
It's fun to troll PS3 fanboys about their beloved exclusives' use of DX8 and Doom 3 era effects but what exactly is so bad about using prebaked lighting? 

The question came to mind because I was playing Uncharted again.  After playing Far Cry 2, Uncharted's lighting just feels less dynamic but it still looked pretty good.  Although Uncharted doesn't have lighting which adjusts to the time of day, that was alright because Uncharted uses many small areas instead of one huge continuous level.  For what Uncharted was doing, prebaked lighting seems to work just fine. 

Could someone with good tech knowledge, like Prole or Cohen, please elaborate on why games shouldn't use prebaked lighting? 
« Last Edit: May 12, 2009, 03:33:40 PM by Smooth Groove »

Smooth Groove

  • Both teams played hard, my man
  • Senior Member
Re: Limitations of prebaked lighting?
« Reply #1 on: May 12, 2009, 03:33:07 PM »
Can you explain a little on the differences between the different methods? 

Like, what can you do with real time lighting that you can't do with prebaked lighting?  Also, what is deferred rendering?