In a new letter to backers today, CSE Co-Founder and Technical Director Andrew Meggs explains that “until now, CU has gotten by with fairly simple lighting, the kind of light you might find in a high school theater production.” But the studio has always planned to revisit it “to bring things up to the standards of 2016,” and that’s exactly what the tech team is doing.
CSE is focusing on indirect and dynamic lighting “that can adapt on the fly to a world that adapts on the fly,” making use of cube map light probes, mathematical algorithms, and shader tricks to optimize the overhead on the client.
The effect is intended to make Camelot Unchained pretty, longer. After all, Meggs says, “We expect this game to be around in 2026, so we’re building for the future.”
We’ve included the gallery of the before and after shots below.