@Vilem Otte yep i got shadow volumes working also. total pain in the neck that. The normal shadow volumes fail when the camera is inside the frustum, and carmack's zreverse is laggier. So, I think we can narrow down our options… The opinion seems unanimous: shadow volumes are not to be considered viable as a technique in this thread, unless someone has some totally new type of shadow volumes.
To further narrow down our list, I suggest that RTSM not be for consideration, since it is too computationally intensive.
I have gotten shadowmaps to work also, PCSS is expensive and shadow maps are expensive in general. There are some clever optimizations though so I don't want to rule out SM entirely
I found a new technique that may be interesting, I haven't a clue how it works though. It is from
Alexander Sannikov in Legit Engine
@JoeJ But certainly we did invest too much into improving gfx, leaving other fields behind. Mainly character simulation. Motion capture is a bad investment, only making the cliffs in the uncanny valley more steep. We should simulate, not animate, imo. Animation is for movies, not for video games.
Wrong. Goldeneye64 had mocap, mocap is good.
But if look closely at modern games, they became better in all aspects. Better player controllers, better physics, better storytelling, better art, almost anything is better not worse.
So i do not really fully understand what's the problem. But there is a problem, and it's huge.
The problem is too much supply, too little demand. There are simply too many games to choose from and its exhausting to choose. Plus too much corporatism in the studios that make the games. The other problem is most game making engines seem unnecessarily obtuse. Even game maker which is easier than most others, is still very obtuse in various ways.
SM using DAG
Don't know what that is but I found a pdf about it.