10-13-2014, 01:07 AM
I have been thinking about this a bit lately, and it seemed like the old tech related blog posts gave mixed impressions about the rendering techniques Amnesia actually uses... So I'm wondering here, does Amnesia actually use deferred rendering?
If it does, I'm curious if that can be used to circumvent the forward rendering 8 lights limit... I've always wondered if there's ways to have every light in Amnesia cast proper shadows, regardless of performance impact.
If not, then would a stencil-based fallback to the Penumbra style shadows have been possible for other lights, if it had been implemented in the Amnesia engine, or would there have been some other technical rendering roadblock to having both the forward shadowing and stencil shadowing?
For that matter, will SOMA by any chance be using Deferred rendering?
I'm curious of this after playing Alien Isolation, and seeing the magnificent lighting effects at play there, and I believe it used Deferred rendering. It makes me wonder if, through shader mods or some things, similar effects could be achieved in Amnesia or SOMA.
If it does, I'm curious if that can be used to circumvent the forward rendering 8 lights limit... I've always wondered if there's ways to have every light in Amnesia cast proper shadows, regardless of performance impact.
If not, then would a stencil-based fallback to the Penumbra style shadows have been possible for other lights, if it had been implemented in the Amnesia engine, or would there have been some other technical rendering roadblock to having both the forward shadowing and stencil shadowing?
For that matter, will SOMA by any chance be using Deferred rendering?
I'm curious of this after playing Alien Isolation, and seeing the magnificent lighting effects at play there, and I believe it used Deferred rendering. It makes me wonder if, through shader mods or some things, similar effects could be achieved in Amnesia or SOMA.