• Owl [he/him]
    ·
    2 years ago

    This seems very plausible.

    Remember that era in the mid 2000s when every AAA game was brown and grey? That's because it hid the fact that real-time global illumination wasn't a thing yet.

    • alcoholicorn [comrade/them, doe/deer]
      ·
      edit-2
      2 years ago

      it hid the fact that real-time global illumination wasn’t a thing yet

      I don't see how that follows.

      Having more than like 1-2 runtime dynamic lights (usually a flashlight) didn't become somewhat common until like late 2010s, and pre-baking a shitton of light maps to simulate things like lights turning on or moving goes all the way back to HL1 if not quake.

      • Owl [he/him]
        ·
        2 years ago

        The number of lights isn't the thing, it's the color bleed between adjacent objects. Like if you look at a Cornel Box Model, the way the white wall is a little red near the red side, because it's picking up reflected light from there. That's a subtle thing that'll make your scene look wrong, but it's a lot harder to notice if everything is brown.