this post was submitted on 05 Dec 2024
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[–] [email protected] 99 points 1 week ago (24 children)

Now, can we fix flashlights in games such that we don't get a well defined circle of lit area surrounded by completely a black environment? Light doesn't work that way, it bounces and scatters, meaning that a room with a light in it should almost never be completely dark. I always end up ignoring the "adjust the gamma until some wiggle is just visible" setup pages and just blow the gamma out until I can actually see a reasonable amount in the dark areas.

Yes, really dark places should be really dark. But, once you add a light to the situation, they should be a lot less dark.

[–] IrateAnteater 36 points 1 week ago (8 children)

You just described ray tracing. The problem is, it's incredibly computationally expensive. That's why DLSS and FSR were created to try and make up for the slow framerates.

[–] [email protected] 24 points 1 week ago (3 children)

there’s more to dynamic global illumination than just ray tracing

[–] IrateAnteater 12 points 1 week ago (1 children)

Not in an ideal world. Ray tracing is how light actually works in real life. Everything we do with global illumination right now is a compromised workaround, since doing a lifelike amount of ray tracing in real time, at reasonable framerates, is still to much for our hardware.

[–] [email protected] 13 points 1 week ago* (last edited 1 week ago) (1 children)

Nothing about 3D animation is ideal. It's all about reasonable approximations. Needing to build better GPUs to support tracing individual photons is insane when you could just slightly increase ambient lighting in the area of a light source.

[–] [email protected] 5 points 1 week ago

The current flashlight implementation is a reasonable approximation, when the rest of the map is properly lit with very dim light.

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