Source: https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/
LIGHTING
LIGHTING - SHADOWS
There's much more information contained within the source, and I don't really know how to do these source-based threads, so let me know if I've done it right or wrong. Either way, give the article a read. It's quite interesting to understand how the world is built around all these different systems.
LIGHTING
"RODERICK VAN DER STEEN – Lead Lighting Artist: Lighting is crucial to the look and feels and the overall visual experience of any form of art or entertainment. I will start with some history, so people can understand where we came from. The base lighting (direct and indirect) at Guerrilla has historically been about getting the best bang for your buck in terms of performance vs. memory vs. quality – the latter always being the leading factor. "
"For Killzone Shadow Fall (PS4, 2013) we used per-pixel lighting (spot, omni, directional, area light disk, rectangular, and point/sphere with an option for textured area lights). We used a custom BRDF for direct lighting, spherical harmonics for dynamic lightning, and directional lightmaps for the indirect lighting (using all the previous tricks we learned, but this time also occasionally using half float to get a lot better range and HDR-like levels for our baked lighting.)
For Horizon Zero Dawn (PS4, 2017) we used per-pixel lighting using all the Killzone Shadow Fall tricks, but using GGX as the BRDF of choice to give our materials a wider and more accurate range of material expression. We also added a dynamic skylight to the mix, which lights everything based on the sky color from all angles." ....
"For our indirect lighting solution, we used irradiance volumes. You can think of them as multilayered lightmaps, where each pixel of each layer has a 3D location in space, and multiple directions based on probe positions. We used this for both our static and dynamic objects, giving us a fully unified way of doing indirect lighting for all objects...
It also allowed us to have a dynamic time of day. We baked the indirect lighting of our sunlight at 4 times of our day/night cycle, to 4 different sets of irradiance volume textures, which we then blended overtime to give the illusion of having accurate indirect lighting across all times of the day."
"Our renderer is built into our engine and works by voxelizing the world and baking information like albedo, normal data and translucency into a voxel cache, which is then re-lit for each time of day and the static indirect bake. This way we get material information and correct color bounce across the game."
LIGHTING - SHADOWS
"When you talk about real-time lights, shadows are very important as well – which is why a big push was made for Horizon Zero Dawn to have visually appealing and stable real-time shadows. Because the sun moves all the time, we experienced a lot of aliasing artifacts. To circumvent these we temporally stabilized them, resulting in a completely stable moving shadow. Work was done on the filtering side to achieve more pleasing soft-shadow effects and remove any signs of pixelating artifacts.
Shadow quality also plays a major part in volumetric rendering, as shadow artifacts get magnified when rendered into a volumetric system. So by improving shadows, the overall visual quality went up as well.
Most of the lights in Horizon Zero Dawn had shadowcasting, and we had a lot of ways to optimize their performance per light. We lowered resolution over distance, faded them out at a certain distance (or light size in screen space), all while trying to keep the image as rich as we possibly could.
The most important feature we used was the shadow cache, which enabled various schemes for caching a light's shadowmap: static only, static and dynamic, and so on. This meant we only had to update the parts of the shadowmap that were most important."
There's much more information contained within the source, and I don't really know how to do these source-based threads, so let me know if I've done it right or wrong. Either way, give the article a read. It's quite interesting to understand how the world is built around all these different systems.