QUOTE(Kiln @ Jan 29 2006, 04:03 PM)
I'm not sure but I would assume that they aren't included in either version of the game.
Not all Shadows.
Anyway, Gavin "kathode" Carter have made plenty of comments regarding the shadows. First is a comment from an
interview with Beyond3DQUOTE
They are a form of shadow maps, though the technique we’re using currently differs from the one we showed at E3. Our initial shadow tests were done using cube maps on every surface, but after extensive testing we found them to be too slow overall to use as a general solution. We have switched to doing single shadow maps directed at characters. The system supports full self-shadowing and we do multiple samples and depth comparisons to provide a soft-shadowing effect. The net effect we’ve achieved is a system general enough to handle Oblivion’s diverse environments while still providing great visuals and good performance.
QUOTE(kathode @ Jan 28 2006, 09:50 PM)
The shadows I talked about in the Beyond3D interview (http://www.beyond3d.com/interviews/oblivion). Only characters get shadows now.
Other than that, no major changes have taken place in either the renderer or art assets that would affect quality of visuals on a global scale, so if you think it looks worse then it's an effect of video compression or low settings (or you've just been looking at Oblivion stuff way too long

)
QUOTE(kathode @ Jan 29 2006, 12:00 AM)
Sorry if I was vague. Characters cast shadows on everything. Objects don't cast, they just receive shadows from characters. The exception is the trees - tree canopies cast shadows down on everything like you see in the screenshots.
QUOTE(kathode @ Jan 29 2006, 01:31 AM)
No more universal shadows. They're all exact representations of the character. And they're soft shadows, if that wasn't clear. And they stretch and fade over distances.
QUOTE(kathode)
Shadows are something that have to be tested throughout the entire world to make sure the system handles every area possible. The system we're using now differs 100% from the one we were using. If we wanted to maintain two completely distinct shadow systems, we'd effectively double our workload as far as testing and bug-fixing goes. That would be what you would call "not smart."
This post has been edited by Dreadlord7: Jan 30 2006, 01:31 AM