Pantheon’s newsletter covers custom lighting, the perception system, and the state of the game

Pantheon: Rise of the Fallen’s latest newsletter heralds a state-of-the-game missive spread out over four pages of content. Visionary Realms notes that its Series A funding round allowed it to hire new staff, including a technical artist who’s been hard at work on lighting in the game and building out the studio’s own forks of Unity’s lighting systems.

“We aren’t happy to just run with default systems,” Technical Artist Bruno Rime says. “We’re creating something that is better suited to an MMO and, more specifically, suited to Pantheon.” He argues that lighting is critical not just for actually seeing but for immersive parts of the game, like its diurnal cycle.

“Our first implementation of the new system is a simple directional light setup — an image based ambient light that covers our physically based renderer scenes. The next stage is rolling out our own time of day system, which allows the lighting to become more dynamic. We’re writing our own shadow system to help cope with the restrictions of an MMO or in our case, the massive scenes.”

The studio’s included some before-and-after shots, along with further updates, including initial economy design, concept art, Thronefast assets, new models and animations, and the much-touted perception system. “Lore has been giving our Perception system’s storyline a final pass on its first leg of dialogue and direction,” the team says.

Source: Newsletter
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18 Comments on "Pantheon’s newsletter covers custom lighting, the perception system, and the state of the game"

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Kevin McCaughey

It really is a beautiful visual upgrade :)

Reader
Oleg Chebeneev

Pantheon looked bad in early screenshots. I was afraid it wont be any better visually then Vanguard. But “after” screens here look pretty neat. I hope they have decent story and lore as well, even tho its another high fantasy with elves. I feel like lore will be major part of such game.

Reader
draugris

Screenshots looked good but i hope that they also really improve the anmations, the last time i see them stream with coh the combat looked horrible.

Reader
FreecczLaw

I enjoy watching the streams for sure, but I agree with animations/effects. I am sure they have a lot of improvements coming on that front though.

Solaris
Reader
Solaris

If you’ve seen the live gameplay, the environments look fairly spectacular. I’m sure the next stream will be the best looking build yet.

Reader
Crowe

Of the four screenshots posted, I actually preferred the “before” for three of them. Hopefully, there will be an option in the settings to turn that off.

Reader
Alex Malone

I’m nearly with you: I prefer 2 / 4 befores (the snow one and underground bridge).

But, for me, graphics don’t matter too much, gameplay is king. The thing I always think when seeing upgrades like this is “OK, how much has this reduced the technical player limit?”. Most MMOs choose shit engines that can’t handle many people to begin with, then they go off and improve the graphics, reducing the number of people further.

Reader
Kevin McCaughey

Wut? You must be wearing some crazy glasses or something ;)

Tamanous
Reader
Tamanous

Adjust your video settings? Because damn, 3 out of 4 you like better before?

The real difference is in game anyway. Screenshots do not do lighting improvements justice.

Reader
Ket Viliano

Vanguard, minus the awful bugs, would be fine.

Reader
Oleg Chebeneev

Why would you want 10 years old graphics?

Reader
Ben Stone

Because the gameplay and classes were amazing. Was such a shame that the game was almost unplayable due to backend design issues.

Reader
Melissa McDonald

or the ugliest avatars ever seen? The Secret World’s homely homies are gorgeous in comparison

Reader
Melissa McDonald

day/night cycles, weather, and seasons add a lot of life to a game world. I suppose I wish they were using something other than Unity, but the reality is that if it looks nice, and the game is fun, what engine is being used is completely immaterial.

Reader
Kickstarter Donor
Greaterdivinity

Generally with before/after shots you keep the same shot in them, you don’t add in tons of additional details/effects to the “after” shot that aren’t what you’re specifically trying to highlight…

Oh well, yay for progress.

Reader
Kickstarter Donor
squidgod2000

They’re not that different—just taken from very different angles in some cases.
Still a very nice improvement in general.

Reader
Kickstarter Donor
Greaterdivinity

They are though. They have higher quality assets throughout the “after” images (higher quality models and textures), and changing angles doesn’t really provide a great basis for comparison for before/after shots.

It’s generally the exact same shot, specifically to make the comparison as obvious as possible.

I’m not complaining, I’m glad that they’re getting better quality art assets and working on better lighting tech etc.

Reader
Paul

Pretty nice nonetheless

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