By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Pemalite said:


Have you even built a "Game engine?"
I have. Although, it is pretty crude and not capable of allot of advanced 3D effects.

Now. Dynamic Lighting in Unreal 99:


The config file also allows you to enable volumetric lighting:






Some education on "Volumetric Lighting".
http://en.wikipedia.org/wiki/Volumetric_lighting
http://en.wikipedia.org/wiki/Crepuscular_rays
http://en.wikipedia.org/wiki/Shadow_volume

Also, Halo Life 2 which uses the Source engine (Debuted in the Xbox/Playstation 2/Gamecube era.) which in turn is based on Gold Source which in turn is based on the origional Quake 1 engine also had Volumetric lighting.
See here: https://developer.valvesoftware.com/wiki/Lighting

Interested to see how you claim this isn't valid, like the Tessellation. (Which is valid.)
However, the end result and the source of this argument is that games in the late 90's did indeed have Tessellation and Volumetric Lighting, to argue otherwise will be humorous with all the proof laid out in front of you in pure black and white. (And pretty pictures.)
I can find more proof if you wan't me to continue.

And sorry MTZehvor for hijacking your debate. :P

Okay you win this one so credit where its due, so i'll just revise what I say to a next gen engine has to run dx11, tesselation thats expected at such levels rather than the bad ati thing, and has real time global illumination while showing a significant increase in particle effects over 7th gen games, all at 30 fps, 1080p. That seem fair?