Comments from Steve "MrSmileyFaceDude" Meister.
QUOTE(MrSmileyFaceDude @ Jan 29 2006, 08:33 PM)
Take a look at
this picture.Every piece of food, every plate, bowl, cup, fork, knife, the books, scroll, soul gems, gold coins, and winebottles, plus everything on the shelves and table in the background, is an object that you can pick up. You can read the books, you can eat the food or combine it to make potions, drink the wine, or sell all of it. Or you can take it somewhere else and put it in a pile. You can drag the items around, you can use telekinesis to manipulate them, you can hit them with your weapon, or you can fire an area effect spell at them and they'll all go flying.
OR, we could change it so that the objects are static -- there's no interaction, they're fixed in place. Instead of an apple in a bowl for example, you'd see a "bowl of apples" object that you could never move, that would act as a container and always looked full of apples even if you took all of the apples out. Either that or there's nothing there but static, non-interactive objects, and we only allow you to place items from your inventory into containers and not into the world. Because that's the type of thing we'd have to do -- on PC or on Xbox 360 -- to allow everything to cast shadows of their own.
So which is more important to you? Shadows on everything, or lots of stuff to interact with, take, drop, use, buy or sell?
QUOTE(MrSmileyFaceDude @ Jan 29 2006, 08:43 PM)
You've already HAD a straight answer.
Read this interview with Gavin at Beyond3D.Here's the relevant quote:
QUOTE
Could you discuss the dynamic shadow technique you're using? They appear to be a form of shadow maps.
They are a form of shadow maps, though the technique we’re using currently differs from the one we showed at E3. Our initial shadow tests were done using cube maps on every surface, but after extensive testing we found them to be too slow overall to use as a general solution. We have switched to doing single shadow maps directed at characters. The system supports full self-shadowing and we do multiple samples and depth comparisons to provide a soft-shadowing effect. The net effect we’ve achieved is a system general enough to handle Oblivion’s diverse environments while still providing great visuals and good performance.
Are your dynamic shadow implementation a feature across all supported systems, perhaps scaling the detail on low-end machines, or are they a high-end only checkbox? How would you describe the qualitative jump from Morrowind?
They will be supported across all systems. We will have options to toggle features like self-shadowing and the softening effect, as well as to adjust the number of characters receiving shadows to improve performance for lower end machines. The jump from Morrowind is significant. Since we aren’t doing stencil shadows anymore, our current system is more accurate while using less fill cost. Also, shadows use world space coordinates instead of Morrowind’s screen space coordinates, allowing us to do more dramatic effects like fading out and softening the shadows over distances.
Pay particular attention to the part in blue.
From Developer EmilPags: (found
here )
QUOTE
Shadows... Wow, I don't think Gavin's quote could have gotten more misconstrued and downright mangled. Hiding... in your own shadow? How would that even work? Guys, come on. No, you do not hide in your own shadow, and yes there are still shadows, and yes the light levels still effect stealth. And playing a stealth character is really, really fun... Seems to be one of the most popular character archetypes for the Bethesda devs when they playtest.