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well fear also uses a ton of shaders, mirrors, dynamic light mapping, and physics, so the answer is no, the used to always be default from directx but with shaders, the lighting can be completely redone.




Massive slow-mo effects not withstanding, I thought we were looking at normal and relief mapping and specular, no?? GS has this, mirrors, and capable physics, no?

even the slow mo seems to be a combination of post processing and displacement mapping, which as far as I can tell are doable in GS.

Dynamic light mapping - is that how they get swinging lights? I thought that this was a projction shader..

Again- I dont ask GS to do what Unreal3 does - it would be helpful as a developer to know how the differences, limitations, stregths etc. beteween them stack up.