Page 1 of 3 123 LastLast
Results 1 to 10 of 22

Thread: Shadows In Splintercell Series. | Forums

  1. #1

    Join Date
    Jan 2005
    Posts
    439
    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?
    Reply With Quote Reply With Quote

  2. #2

    Join Date
    Jan 2005
    Posts
    439
    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?
    Reply With Quote Reply With Quote

  3. #3
    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.

    -Whisp
    Reply With Quote Reply With Quote

  4. #4

    Join Date
    Jan 2005
    Posts
    439
    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?
    Reply With Quote Reply With Quote

  5. #5
    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 ...
    "You're MINE !"
    Reply With Quote Reply With Quote

  6. #6
    the blocky shadows are still in, remember ITS THE SAME ENGINE...so not the promised tweaked 1

    Reply With Quote Reply With Quote

  7. #7

    Join Date
    Jan 2004
    Posts
    4,973
    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.
    Reply With Quote Reply With Quote

  8. #8
    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 :/ )
    ---------------------------------------------------------------
    What do YOU believe in: fate or chaos theory?

    [url=http://profile.xfire.com/feltharis][img]http://miniprofile.xfire
    Reply With Quote Reply With Quote

  9. #9
    <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
    Reply With Quote Reply With Quote

  10. #10
    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


    Death Is My Business And Business Is Good!!
    Reply With Quote Reply With Quote

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •