Geomerics – New Global Illumination Videos Show The Future Of Video-Game Graphics

Geometrics Geomerics has released two new videos for its high-quality dynamic global illumination of Enlighten 3. The first video focuses focus on how dynamic transparency can be used to add realism to destructible environment and shows what developers can achieve in Unreal Engine 4, while the second video focuses on Forge; Enlighten’s lighting editor and pipeline tool that provides an enhanced learning environment for artists as well as a customizable route for integrating Enlighten into a development pipeline. Geomerics global illumination solution looks spectacular, so be sure to watch the videos!

21 thoughts on “Geomerics – New Global Illumination Videos Show The Future Of Video-Game Graphics”

  1. Damn that was impressive!
    That subway demo got me thinking…imagine a new Max Payne game(or a remake of the original) that would look like that…

    1. I just pray to god for the next max payne, please GabeN dont let rockstar touch Max never again.

  2. Very nice. Its a great example of how much lighting adds to a game. I remember spending hours trying to get lighting just right when making maps for Q3A and JK2, its amazing how easy developers have it now thanks to UE and middleware integration like this.

    1. This would be more apparent if DSOG linked to the appropriate sites. I needed to skip to the end of the video to find geomerics.com referenced

      1. Haha, wow funny, look at Eurogamer teh professional journalism. :p
        This is smart from you! Haha !

    1. When developers use it in their games?
      Not going to happen with multi platform games, almost guaranteed in PC exclusives or games that truly use PC as the lead platform then downgrade the console version.

      1. This much I knew already. I meant it as a statement really. As pretty as the tech demo looks, I’m really skeptical about it’s application to gaming judging from the past.

        1. Well the point really is that the tech is there and it’s ready to be used in games, hell now that UE4 is free for everyone you can just download it and play around with Global Illumination yourself.

  3. I just noticed today the fake dynamic global illumination in Dying Light. I’ve noticed this technology in other games, as well. I wouldn’t call it the future of gaming, though –
    Its usefulness really depends on the game.

    1. Dying Light doesn’t have Global Illumination at all LOL.
      Their original demo seemed to have it, lighting looked much better and more natural than the retail version.

      1. Yeah, the moment I laid eyes on Dying Light (game), I thought “Yup, downgraded.” The reveal and marketing trailers have an amazing lighting system. Techland was even making the lighting system the selling point.

        They must have f***ed somewhere along the way that’s why they dropped the PS360 versions and downgraded the final version —__—

        1. It’s simple: The console manufacturers (Sony and Microsoft) want platform parity; sure PC will inevitably be able to run higher resolutions and framerates/refresh rates and some slightly better draw distance/textures/texture filtering BUT it can’t look drastically better, they would never allow the PC version to have Global Illumination while the console version doesn’t since it can’t handle it.
          Funny thing this reminds me, Battlefield 4 wasn’t able to get riot shields while holding a handgun in the other hand because the old consoles didn’t have enough memory to handle the animation…

      2. Ill take some screenshots today. You do know what global illumination is, don’t you? It’s simply simulated bounced light. True GI is still impossible for games so devs use tricks and cheats to approximate the effect.

    2. How do you notice it’s ”fake”?

      GI is the future, that’s simply the way to produce realistic lighting.

      1. Oh, this article is about dynamic GI, which is different than pre-baked GI, which is far more accurate.

        It’s ‘fake’ because to do ‘real’ dynamic GI would be far too processor-intensive. Bounced light is a very complex thing to simulate accurately. It’s been possible to do it (approximate it) in real-time for years, but it’s just not practical when ‘faking’ it gets you most of the way there.

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