Quote Originally Posted by Warsaw View Post
So this here is pretty neat. Distributed lighting between server and client via the internet. And it uses, wait for it, voxels! This is basically lighting by numbers. Who called it? I called it. Go to hell.

Unfortunately for Xbone, it's running AMD hardware.
Fuck off. You not see that last part of the video or something?
Latency was the reason I said was why you don't render the simulation with data not from the client.
The moment you tie dynamic lighting into something players control is the moment that 100ms latency becomes input lag and you know damn well how much gamers despise input lag.

This has its uses in the LAN, but that's it. On a regular networked game, the latent lighting from a flashlight means you see a player come around the corner before his lighting catches up with him and you can not see around the corner until your flashlight catches up with you.