Hello Xbox Fans!
The OP reached out to me to ask about the global illumination used in Starfield:
Starfield said:
Hey, since you know this stuff alot more than I do:
Bethesda Game Studios implemented
Silicion Studio's Global Illumination/dynamic lighting technology for their "next gen" creation engine back in 2018 or maybe before that.
I don't know if Starfield will have ray-tracing, (probably not is my guess for now since they're seem to be using this instead)
Idk if thats actually been implemented already at the point from where the leaked images where taken from but its interesting to hear what someone who has more understanding how this stuff works has to say.
This is the kind of responses that I love. Someone wants to know more about my opinion, then I'll happily give it.
Global Illumination is a large topic, but I really need to hit home why it's so important to get right in future games now that we have hardware capable of doing it right.
In order to get a really good approximation to the rendering equation, you have to take into account shadowing and ambient occlusion. Every single game company has used the same approach to get global illumination bounces in a scene and every one of them has failed in making it hold up well under any lighting situation. That's because all of them used screenspace techniques to get the look and the limitations of screenspace are jarringly apparent IF you know how something SHOULD look.
Here is a video clip of the new RE8 game using RT GI and AO.
Notice there is supposedly a light source in a dark area and not only is it not casting shadows but the global illumination isn't normalizing the equation on the table by using ambient occlusion with the objects on the table. I can't stress this enough that this form of lighitng is in every Sony game, it's exclusives, all Xbox games, all PC games, Nintendo, even the UE5 demo, etc.. etc.. It's even in game cinematics that so many people go crazy over. Many people think this can be approximated better using screenspace solutions and there is only ONE case of this being true.
So how is it supposed to look?
There are only 3 games that do this properly (not counting Minecraft/Quake RTX):
Marble Game by Nvidia - uses full path traced rays to compute every single light source bounce and all of the secondary bounces for global illumination with proper shadowing and ambient occlusion. Results? Expensive even on RTX 3090 + DLSS (average 30FPS @ native 4k).
FS2020 - they use light probes but these guys push the current distance of ambient occlusion to extreme measures causing a physical light on the runway to have a large shadow behind it taking up the entire area of the light itself. It is better than nothing and looks convincing. Result? Expensive even on a RTX 3090 (averaging a little over 30FPS @ native 4k in dense populations).
Finally Metro Enhanced Edition - full RT lighting pipeline where EVERY SINGLE LIGHT SOURCE casts shadows and continued global illumination light bounces. Here is a clip of a scene on the train that's just like RE8.
Notice the gun, lamp, and both cups are properly "planted" to the table. You've got 2 light sources in that room. Outside sun, and the lamp on the table. GI is being bounced all around the scene but the objects are properly normalizing the illumination on the table. All characters clothes self-shadow like they are supposed to. Guitar in hand casts shadows on his hand. His holster cast shadows on his shirt, etc.. etc..
Back to Starfield. They are also using light probe GI and in the screenshots, it's jarringly obvious. This is not to pick on Starfield because every other game does the same thing.
In conclusion, until we get more developers to adopt full on RT GI with AO and PBR shaders that use the lighting equation properly, you will still all think the game looks "wonderful" from an artistic point of view. Even a cartoon looking game will look transformative using the full RTGI pipeline. It will take us ever closer to true CG-worthy graphics.
When you console gamers start to play through ALL of Metro EE, go back to other games and should immediately feel like something is "off" about the game. Once you start seeing how lighting is supposed to behave, you will easily pick up on the flaws of other games that don't use it correctly.