In the pic with the explosion the beam doesn't change shading shadowing so there's a shadow next to the blast. Does this mean that the conduit is no checking For sources of Luminance in the RBY color values on the screen?
Do you think the engine does fine details well enough?
First off, we know the shadows suck and they will probably stay that way. The Conduit did not use shader based or even projected shadows. It had angular stencil shadows that took the curve of the ground you were on. I'd love to see some proper shader-based shadows. Stencil shadows can look amazing, like in F.E.A.R and Quake 4, but the problem is, this game is much, much to bright for full contrast shadows, and transparent stencils layer terribly, don't cast accurately, and can be hard to manipulate in real-time. Sadly, this game is shader intensive, so shader-based shadowmapping is likely not going to happen, even with a really really close Ddist. --- 2% of GameFAQs users have this in their signature. If you're one of the 98% that doesn't, copy and paste this into your signature.
You didn't play FEAR or Doom 3 or Quake 4 or any Unreal Engine 3 games or very many good "next-gen" console games, I guess? --- 2% of GameFAQs users have this in their signature. If you're one of the 98% that doesn't, copy and paste this into your signature.
Technically the Wii can't do shader-based shadows since its GPU doesn't have pixel and/or vertex shaders...
That's only a technicality, since the Wii has a TEV unit. Back when the GCN (has a TEV unit) and Xbox (uses pixel shaders) came out, pixel shaders and TEV units were essentially 2 different means to an end - sort of like polygons VS voxels, or rasterization VS raytracing. --- Wii Code: 8374-5612-2233-9267