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Fake Interiors / Windows AC/Row/Infinite (GAT #48)

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Source: https://simonschreibt.de/gat/windows-ac-row-ininite/ Author: Simon Schreibt. Captured 2026-10-16.

Summary

Different approaches for faking interiors in Assassin's Creed 3, Saints Row 3, and BioShock Infinite—avoid building real rooms or expensive transparency.

AC3 (also GAT #12)

  • Night windows look like slightly lit rooms; no real room geometry.
  • Suspected: cubemap with slowed parallax so the reflection plane appears behind glass (standard cubemap moves too fast → looks in front).
  • Day: both standard cubemap and slow “interior” cubemap together; interior colors cooler when exterior is warm and vice versa.
  • Related observation: frosted/milky tiled texture moved via Bump Offset Mapping for period-appropriate glass.

Saints Row 3

  • Sharp tiled room textures with bump-offset parallax (not blurry like AC3).
  • Posters as a separate layer on top of the room texture.
  • Tiling creates plausible room corners; narrow viewing angles reveal the cheat.

BioShock Infinite

  • Looks like wooden room + billboard objects, but wireframe + texture channels prove shader trick.
  • Red channel masks “eagle” area that behaves like a camera-facing element (not a real billboard mesh).
  • Separate background texture so parallax layers don’t leave gaps.
  • Dual bump-offset parallax layers.
  • At grazing angles: glass goes to total reflection (blueish)—hides texture deformation and sells glass.
  • Motivation: artist time (shader on surfaces vs hand-building rooms); avoid transparency sorting/fog artifacts.

Updates (community)

Interior mapping variants: Amplify, SimCity 5 / bgolus / Layla Unreal, Destiny 2, Matrix Awakens, American Truck Simulator parallax interiors tool, Humus/Oogst ray-traced room boxes (more geometry simulation than simple bump offset).

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