Rob "Innerloop" Huebner, van Nihilistic Software heeft een .plan update gepost als een reactie op de .plan update van John Carmack, over de speciale manier van gebruik van dynamic light sourcing.
One issue we had with the system early on is that in some cases the fill rate can get a bit nuts. At first we did a system whereby the entire light-affected face was rendered with additional passes, one per light. If you had a degenerate case with a huge face that filled a large part of the user's screen and 20 tiny light decals, the fill rate costs of this can be enormous and slap down even a top-end card. We got around this (partly at least) by implementing an alternate method where the light decal face is optionally clipped to the edges of the face its applied to. Z-fighting issues may come up with this on some cards, we haven't tested everyone's hardware yet.. Another nice benefit is that the system is easily interchangable to vertex lighting for smaller faces. Also, if you have a face that for whatever reason doesn't have a lightmap, you can still use a textured light to give it an accurate highlight. Its also independent of lightmap resolution, which gets rid of that "motion alasing" you can sometimes get with a slow-moving or nearly stationary light source. The lights can be a bit jaggy, but their motion across the face is so smooth you don't notice.
Het lijkt er dus op dat het voor- en nadelen heeft.
Nihilistic werkt trouwens aan een spelletje dat er grafisch wel leuk uitziet. Een soort RPG.
Kijk hier voor het spel.
Kijk hier voor de .plan update.