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Enlighten tech demo shows next-gen lighting in Battlefield 4, Star Wars: Battlefront & more

Tuesday, 30th July 2013 10:30 GMT By Dave Cook

Battlefield 4, Star Wars: Battlefront and Dragon Age: Inquisition are just a few next-gen games that use Geomeric’s Enlighten tech to add dynamic lighting to their games. The company has released a showcase reel to demo its work in several upcoming games.

If you missed the company’s initial tech demos – and they really are bloody impressive – then you can watch them here.

Here’s the new clip:

Thanks GamesHQMedia.

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7 Comments

  1. Pytox

    http://www.geomerics.com/enlighten/ to be exact ;)

    #1 1 year ago
  2. JackThomas

    The demos here looked impressive http://www.vg247.com/2013/03/19/ps4-support-added-to-enlighten-new-tech-demo-looks-great/

    anyone know the soundtrack of the video in this story?

    #2 1 year ago
  3. sh4dow

    What a coincidence… just yesterday, I posted a comment on another website arguing about whether game development today is REALLY that much complex, considering people have more computing power and have to worry less about faking things, managing resources, etc.

    And now to see that there are even engines for things that probably used to take up so much time in development. I thought they still do, I figured that Frostbite 2 had its own lighting part. Maybe not?
    Whatever may be the case, it’s pretty impressive how many games use this engine.

    #3 1 year ago
  4. Yoshi

    @2 Reg Keating – Bach-Sonata for Keyboard in G – Op. 17 no.1

    https://itunes.apple.com/gb/album/classical-piano/id409869611

    #4 1 year ago
  5. Pytox

    @3 well as it says on the page it also can be used in unreal engine 3 / 4 so many games can use it :D

    #5 1 year ago
  6. Kreion

    @3 Yes, game development really is complex. -.-

    Aside from that this is a veeery nice demo, I look forward to seeing it in action!

    #6 1 year ago
  7. Stardog

    @3 It depends which part of development. For artists, it’s probably easier than ever. They don’t have to worry much about polygon limits. They can sculpt meshes with unlimited detail in mudbox. They won’t have to worry too much about dynamic lighting performance in next-gen games, so they won’t have to wait ages for a lightmap to bake.

    As far as programming goes, it’s probably easier than ever too, especially if you’re using a Kismet style system, or even Unity 3D.

    The thing that has always taken time/money is making the content of the game. The individual systems are easy to do.

    #7 1 year ago

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