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e_con
02-06-2005, 12:12 PM
i have noticed, in PT, that the Sam's shadow is not smooth. They have boxes at the edges. this happens to be also in vs. mode.thats is very suprising for a game that comcentrates solely on shadows. do you think or know if that is still evident in chaos theory?for those who have played the beta, is it evident in vs. mode?

e_con
02-06-2005, 12:12 PM
i have noticed, in PT, that the Sam's shadow is not smooth. They have boxes at the edges. this happens to be also in vs. mode.thats is very suprising for a game that comcentrates solely on shadows. do you think or know if that is still evident in chaos theory?for those who have played the beta, is it evident in vs. mode?

raleigh_whisp
02-06-2005, 12:14 PM
I don't know about mp, but in sp there is no evidence of this. The mp graphics are a little worse (in order to save the gameplay), but the mp graphics are still nice no matter how the shadows look.

e_con
02-06-2005, 12:22 PM
can anyone who has the beta go look at the shadow on the spy and merc and get back to me as soon as you can?

Knot3D
02-06-2005, 12:25 PM
It is due to the limited resolution of the depth map filter size. It's very processor intensive to calculate high resolution shadowing in z buffer.

It is said that z buffer shadows won't render on Ati cards at all, hence they generate jaggy projector shadows.

CT uses z buffer shadows once more, but this time in combination with the screen anti alias system. I'm really curious if they'll have shadow resolution settings options in the menu again ...

S.a.S-Akbari
02-06-2005, 12:26 PM
the blocky shadows are still in, remember ITS THE SAME ENGINE...so not the promised tweaked 1

SoulFire382
02-06-2005, 12:28 PM
Technically, CT is using 3 engines.
First is the BLODDY FRICKIN' AWESOME single player engine, which is an INCREDIBLY revamped Splinter cell 1 engine.

Second the the Cooperative multiplayer engine. It is basically the same as the single player engine, but is altered so 2 players can play at once.

Last, and definatly least, is the slightly-revamped versus engine. Yawn, just a ho-hum improvement over the PT engine.

Toshi_
02-06-2005, 12:29 PM
yeah , I have that too...
maybe not in SC1 but in SC:PT and SC:CT beta (sometimes)...
here's a proof - a screen from Jerusalem in SC:PT (in MP the shadows look similar :/ )
http://img148.exs.cx/img148/6418/smoothshadows5zi.jpg

Osman_H
02-06-2005, 01:58 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Toshi_:
yeah , I have that too...
maybe not in SC1 but in SC:PT and SC:CT beta (sometimes)...
here's a proof - a screen from Jerusalem in SC:PT (in MP the shadows look similar :/ )
http://img148.exs.cx/img148/6418/smoothshadows5zi.jpg <HR></BLOCKQUOTE>
holy **** thats way worse than the xbox version of PT

DarKA55ASSIN
02-06-2005, 02:59 PM
lol thats wot i was gonna say,he must have a crappy graphics card or something.btw soul sp and coop engines r exactly the same pretty much,its like pt,there usin one engine for coop and sp and for SvM there usin anotha

Necra
02-06-2005, 03:09 PM
I have thought about this to.. SC1 had great shadows not a singel box at the edges, and also thermal vision, that where much more detailed than in PT. Toshi_ s image is on of the most extreme I have ever seen but it looks something like that. In some screens from SC:CT there is also jagged edges on the shadows but I hope this is fixed in the final version. (Hope the high end ATI cards will have no problem rendering these new ones http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif)

SikoraB
02-06-2005, 03:36 PM
The Xbox version has it, but not as much as displayed on that picture. SCCT have reduced it alot I think. And hope.

chaos_theory16
02-06-2005, 07:53 PM
Well, the Xbox version isn't that brutal. The PC is fairly bad, maybe bad graphics card.

But, in SC:CT SvM MP, the shadows look awesome! Here's a screenshot I found with a merc's shadow casting against the wall.

SC:CT SvM Screenshot (http://tinypic.com/1o21w2)

Malleus.
02-07-2005, 01:09 AM
Did you check the shadows cast by the sun on the Museum map in SCCT VS beta? It's so pixelated, that is almost unbelieveable. It's like the SCPT Jerusalem screenshot posted in this topic.

I really hope the final version won't have any shadow glitches (especially the SP)...

SikoraB
02-07-2005, 01:41 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by chaos_theory16:
Well, the Xbox version isn't that brutal. The PC is fairly bad, maybe bad graphics card.

But, in SC:CT SvM MP, the shadows look awesome! Here's a screenshot I found with a merc's shadow casting against the wall.

http://tinypic.com/1o21w2 <HR></BLOCKQUOTE>

Maybe that's because it's a conversion??

AH_Viper
02-07-2005, 02:21 AM
Remember that a TV has built in antialising applied to every image with no overhead to the console. The version that came out for the PC had no antialising option, and if you turned it on in hardware it just raped itself.

Although, based on the image of PT above I don't think antialising would help much http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

I.S.F-Dixxhead
02-07-2005, 05:21 AM
...

oh well, it seems that nvidia cards filter the shadows and ati don't, its that simple, just compare, the nvidia cards smoother edges... But now to the fact, ati can do the same, its only crappy ported from the xbox version, which, like everyone knows, uses a nvidia chip.

Now, I really hope they fixed that in sp and coop! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif however, as far as i know
ati cards also used z-buffer shadows in scpt, but in sc1 they used shadow projector, wich looked awsome, but didn't have all the feutures that the other technologie had to offer, heres an example
http://img65.exs.cx/img65/8982/scsuperschatten3cc.th.jpg (http://img65.exs.cx/my.php?loc=img65&image=scsuperschatten3cc.jpg)

Oh well, lets just hope they'll get that straight in sc:ct

Rexen_
02-07-2005, 07:13 AM
Atleast with my 9800pro card, there seems to be two different types of shadows. (Both PT and SC:CT beta.)

Sometimes the shadows look great. (Often when there`s not as much of a distinct light-source, and the shadows are supposed to be soft.)
But sometimes they are extremely "jaggy", just like on that Jerusalem-picture. An example of that in the beta is the sun-light in Cafe.

Can someone confirm that they actually use two different shadow systems for different places on the same levels?

Toshi_
02-07-2005, 08:00 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by DarKA55ASSIN:
lol thats wot i was gonna say,he must have a crappy graphics card or something.btw soul sp and coop engines r exactly the same pretty much,its like pt,there usin one engine for coop and sp and for SvM there usin anotha <HR></BLOCKQUOTE>

well... on P4 1,8 GHz Gigabyte Radeon 9550 and 256 MB DDR it should be veeery smooth! so I don't know what's going on http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
PS. maybe it's because of my card malfunctioning, or my "energiser" (Feel 300W) is too weak... anyway the red colour is displayed very... NOT red - sometimes almost black! so maybe the crappy shadows are just another effect of my card not working properly http://forums.ubi.com/images/smilies/cry.gif so what do you think?
PS2. how do you think the Motion Tracking looks on my PC? http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Malleus.
02-07-2005, 09:04 AM
I own an ATI card, and experienced the lego shadows too.
Weird, but when I turned on the AA, in the ATI control panel, it actually made the shadows look better - no, it did not smooth the edge, but it did round off the corners of the "pixels" that shadows were made of. So AA worked on only the shadows in a strage way.
And one more thing. While the shadows in SC1 looked better (because of the smooth shadows), it had several problems with projection - sometimes shadows appeared between the object and light source. In PT they fixed this problem (the shadows were correctly projected), but introduced the lego-shadows effect (at least for ATI owners, but the shadows were quite low detailed anyway).

black ops freak
02-07-2005, 06:45 PM
I've seen a lot of screenshots for single-player that showed a smoothe, realistic shadow. Dunno about mp...

mikeiron0404
02-07-2005, 07:05 PM
They're using a soft-shadowing technique. As you walk around in real life, look at your shadow. It's not a pixel-perfect beauty, it's blurry and indefinite. That's what they're trying to create in SCCT, although early renders showed it as blocky.