Editing Pstencil

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The project was primarily worked on Software Design Engineer Bernie Freidin, alongside engineer [[Adrian Perez]] and Lead Engineer [[Chris Butcher]]. Freidin begin work on implementing stencil shadows into the [[Blam engine|Blam game engine]] shortly after ''[[Halo: Combat Evolved]]'' shipped in [[2001#November|November 2001]],{{Ref/Reuse|Freidin}} with the intent being to build ''Halo 2'' with this lighting in mind. It continued work throughout [[2002]] and was used in the [[Halo 2 announcement trailer|''Halo 2'' announcement trailer]].{{Ref/Reuse|VICE}}
The project was primarily worked on Software Design Engineer Bernie Freidin, alongside engineer [[Adrian Perez]] and Lead Engineer [[Chris Butcher]]. Freidin begin work on implementing stencil shadows into the [[Blam engine|Blam game engine]] shortly after ''[[Halo: Combat Evolved]]'' shipped in [[2001#November|November 2001]],{{Ref/Reuse|Freidin}} with the intent being to build ''Halo 2'' with this lighting in mind. It continued work throughout [[2002]] and was used in the [[Halo 2 announcement trailer|''Halo 2'' announcement trailer]].{{Ref/Reuse|VICE}}


According to Adrian Perez, pstencil's lighting was intended for use with directional light sources, while traditional [[Wikipedia:Lightmap|lightmaps]] provided ambient lighting for a level. This would allow for lighting contributions from weapons fire and grenades to be much more dynamic and striking, something which was tested out on a night variant of the ''Combat Evolved'' map [[Blood Gulch]]. However, this ultimately proved too costly to implement: in a best-case scenario the game would struggle to reach a consistent 30FPS, and to implement it in the entire game would require massive sacrifices in the geometry and lighting fidelity across the board.{{Ref/Site|Id=Gulch|URL=https://halo.bungie.net/News/content.aspx?type=topnews&cid=25650|Site=Bungie.net|Page=One Final Effort|D=27|M=01|Y=2013}} According to [[Jaime Griesemer]], implementing pstencil would have required only having one or two characters on screen at any time, and would still sometimes reduce the framerate to 3FPS.{{Ref/Reuse|VICE}} Griesemer also noted that it is unlikely that a delay to launch ''Halo 2'' on the [[Xbox 360]] would have helped with pstencil's implementation, as the shadows did not work at all in exterior environments.{{Ref/X|32nds|2005725254728184088|Jaime Griesemer|No. These kinds of stencil shadows just didn’t work outside, which is very important to a Halo game!|D=29|M=12|Y=2025}}
According to Adrian Perez, pstencil's lighting was intended for use with directional light sources, while traditional [[Wikipedia:Lightmap|lightmaps]] provided ambient lighting for a level. This would allow for lighting contributions from weapons fire and grenades to be much more dynamic and striking, something which was tested out on a night variant of the ''Combat Evolved'' map [[Blood Gulch]]. However, this ultimately proved too costly to implement: in a best-case scenario the game would struggle to reach a consistent 30FPS, and to implement it in the entire game would require massive sacrifices in the geometry and lighting fidelity across the board.{{Ref/Site|Id=Gulch|URL=https://halo.bungie.net/News/content.aspx?type=topnews&cid=25650|Site=Bungie.net|Page=One Final Effort|D=27|M=01|Y=2013}} According to [[Jaime Griesemer]], implementing pstencil would have required only having one or two characters on screen at any time, and would still sometimes reduce the framerate to 3FPS.{{Ref/Reuse|VICE}}


According to [[Marcus Lehto]] and Nate Walpole, the pstencil lighting engine was abandoned after shipping the ''Halo 2'' announce trailer.{{Ref/Twitter|game_fabricator|1213662202860720128|Marcus Lehto|D=05|M=01|Y=2020|Quote= Good eye. That was early in development when we were using the now infamous stencil shadow version of our engine. Looked cool, but turned out to be way to expensive for rendering. We ditched that feature after the H2 announce trailer was done.}}{{Ref/Twitter|bentllama|1213665860876935169|Nate Walpole|D=05|M=01|Y=2020|Quote=We ditched a lot after the H2 announce trailer, including sanity. The scars, they teach.}} However, Adrian Perez and [[Martin O'Donnell]] have claimed it to have been used in the [[Halo 2 E3 demo|2003 E3 demo]].{{Ref/Reuse|VICE}}{{Ref/Reuse|Gulch}}
According to [[Marcus Lehto]] and Nate Walpole, the pstencil lighting engine was abandoned after shipping the ''Halo 2'' announce trailer.{{Ref/Twitter|game_fabricator|1213662202860720128|Marcus Lehto|D=05|M=01|Y=2020|Quote= Good eye. That was early in development when we were using the now infamous stencil shadow version of our engine. Looked cool, but turned out to be way to expensive for rendering. We ditched that feature after the H2 announce trailer was done.}}{{Ref/Twitter|bentllama|1213665860876935169|Nate Walpole|D=05|M=01|Y=2020|Quote=We ditched a lot after the H2 announce trailer, including sanity. The scars, they teach.}} However, Adrian Perez and [[Martin O'Donnell]] have claimed it to have been used in the [[Halo 2 E3 demo|2003 E3 demo]].{{Ref/Reuse|VICE}}{{Ref/Reuse|Gulch}}

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