Quote:
Originally Posted by flakmonkey
Its probably a bit late in the day for engine changes but they could still go the route other engines like ue3 take which is to use realtime shadows on anything that moves and pre-calculated maps on static environmental objects, that way you can throw all sorts of lovlieness at the pre-calc stuff like ambient occlusion / global illumination etc and still have the benefit of dynamic character shadows.
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I have a feeling that's exactly what they're doing.
Since all the lights have fixed positions, no one would see the difference. Plus, having the shadows baked in means less for the GPU to process. Having it run on lower spec systems is something they simply
have to do to reach as large an audience as possible.