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One of biggest gaming stories of 2004 was the long-awaited release of Half-Life 2, which not only achieved “instant classic” status but also brandished bleeding-edge graphics and gameplay. Attack of the Show unveiled a whole new level for Half-Life 2 that gave gamers a glimpse into the future of PC graphics. Valve’s Doug Lombardi gave an exclusive demonstration of the previously unseen “The Lost Coast,” an upcoming expansion that utilizes a brand-new technology that Valve is implementing into the Source engine. Called “high-dynamic range lighting,” this new technology enables a leap in lighting realism from even the current high benchmark set by Half-Life 2 and the existing Source engine. In this interview, Lombardi describes how you’ll be seeing a lot more of such lighting technology in future games.
What is "The Lost Coast?"
"The Lost Coast" is a single mission that takes place on the Highway 17 area of the game. It is specifically a piece of content that is aspiring to push the envelope in a couple of areas that are more on the technical and art production sides. While it is a new mission and whatnot, it is a free, new thing for all the owners of Half-Life 2 that have the high-end hardware. What we’re specifically trying to do here is not say, “Here’s this big, new piece of content for Half-Life 2,” but instead say, “Here’s this new technology that’s being introduced to the engine,” and it’s being manifested in the way of a new, short mission that people can check out.
What’s this new technology all about?
High-Dynamic Range Lighting is basically the last piece of chasing really good lighting in a digital world. What we’re doing here is completing the promise when we said back in the old days, “We’re going to have real-time lighting.” What that really came down to was, well, your shadow was real and maybe some weapons effects. But for all intents and purposes, each level is basically phony lighting—it’s all full-bright because of the gameplay path, and the hardware wasn’t able to do true lighting. So if you look at an image or any area of Half Life 2, you notice that the sky is usually kind of bright, and the ground is kind of bright—that’s there for gameplay and technology reasons.
But if you look at "The Lost Coast," you’ll notice that there’s contrast as there would be in a photograph. If you took a photo of a sunset, for example, there’ll be hotspots in the picture as well as darker spots, based on your f-stop and aperture speed—how much light you allow in. Your eye is similar to that camera’s eye in that it will adjust to light as different light sources are introduced. So what we’re doing in "Lost Coast" through the use of HDR is, depending on where you are in proximity to the light source and how long you’ve been looking at it, your eyes will adjust and the lighting in that world will adjust.
What are some in-game examples?
When you have a light come in from a corner in the room, it’s pretty easy to do a lens flare on the sun; but when you turn around in that level of the game, there’s really no correlation behind you—no hot spot. It’s only when you’re looking directly at it that folks have sort of faked that lens flare of the sunlight. But with HDR, we’re able to bring home that last bit of realism in the lighting of that world. Because it is graphics-related, it’s one of those things that folks really have to see to understand. But like physics and hardware acceleration on graphics going back several years now, this is going to be one of those things that once gamers experience a game that’s been authored to support HDR, it’s going to be a noticeable step back when they play games that don’t have this. The lighting isn’t going to look quite right; things are going to look a little bit static.
If you talk to folks in the Hollywood film world, when they’re creating sets or shooting, they’ll say one of the most important things is how the scene is lit. If the scene is lit wrong, the whole vibe of it will just completely go out the window. And I think we’re going to see that become more important now in games where we’ll be able to set a mood based on the lighting. When you enter a room, we’ll be able to give folks cues and clues as to what’s going to come next just based on the mood of that room and how the lighting of that room comes together. Obviously, there’ll be gameplay implications that we can do because now you have an active eye that reacts to light and muzzle flashes and grenades and those types of things. So hopefully it’ll be one step closer to providing a sense of realism, and specifically in this instance on the scenes and the sets.
What are the system specs for "The Lost Coast?"
Right now it’s still kind of TBD. It’s going to be for the power user, absolutely. It’s going to have some effects on RAM and on processor speed, so you’re going to need to be in the upper echelon. But it’s specifically attacking the GPU so it’s going to be only the very latest GPUs—and even there, we’re still finalizing the details as to which cards exactly.
Have you set a release date yet?
We’re close. It’ll definitely come out this spring. We don’t have an exact date just yet, but like I said it’ll be made available as a free update to all Half-Life 2 owners probably within the next four to eight weeks.
Do you think HDR-type technology will become widespread in future games?
Yes, definitely. I think lighting is the next really big step. Folks have thrown thousands and thousands of polygons at the characters, and they’ve opened up the levels so we’re not constantly loading the levels every five minutes. So we’ve done a lot to expand the space where the action takes place, we’ve populated the space with more characters, and we’ve made those characters more high-definition. But our lighting model is still messed up. And again, going back to the Hollywood example, people would say, “That’s great—you’ve got a lot of actors and you’ve got this big set, but if it’s not lit correctly, what are you doing?” I think that folks will take different approaches to how they’re attacking this problem, but I think you’re going to see a theme amongst those who are making games, specifically those who are making game engines like us, Id, and Epic.
Right now, it’s getting to be a point of diminishing returns on the graphics side. But on the lighting side, there are still a lot of gains to be made. Games definitely follow those trends of technology that catch on. Once somebody has physics in a game and it works, about every game now has to have physics in it. Once Id introduced GL Quake, all of a sudden graphics acceleration became something you had to have. So hopefully this will be a really big advance that folks will see.
Will HDR become a standard for this kind of lighting technology?
I think we’re going to see a lot of people implement it differently, both from how it manifests itself to the user as well as how they’re doing the magic underneath the hood. I think it’ll take a while for a certain method to be addressed as like, “These guys did it best.” You’ll always see people doing it a little bit differently based on what kind of game they’re trying to do. And the bottom line is that as long as everybody’s moving this forward, it’s good for gamers. Back when hardware acceleration came out, there was Direct3D and GL and a couple of other custom APIs that people used to do hardware acceleration. And while that caused some minor pains for gamers, at the end of the day it was good, right? Today, all games are graphically accelerated, all games look a ton better. I think this is going to be a similar type of phase that people have to work through, and at the end of the day somebody’s going to arrive at something that looks like a standard the way that Direct3D has become on the graphics side. But as long as people are moving this ball forward, I think it’s good for everybody, and it’s probably too early in the race to declare a winner.
Do you think next-generation consoles will be able to handle HDR technology?
Yeah. I think if folks want to see what’s going to happen on next-generation consoles, they should be paying very close attention to what’s going on with the PC right now. ATI is going to be the part in some of the consoles, and NVIDIA is going to be the part in some of the other consoles. And they’re deploying all the stuff they want to bring to those consoles on the PC right now to test out what works and what resonates with consumers. Right now is a real interesting time in the PC space because it’s somewhat of a predictor of what’s going to make it into those boxes in the years to come.
http://www.g4tv.com/attackoftheshow/featur...g_Lombardi.html
One of biggest gaming stories of 2004 was the long-awaited release of Half-Life 2, which not only achieved “instant classic” status but also brandished bleeding-edge graphics and gameplay. Attack of the Show unveiled a whole new level for Half-Life 2 that gave gamers a glimpse into the future of PC graphics. Valve’s Doug Lombardi gave an exclusive demonstration of the previously unseen “The Lost Coast,” an upcoming expansion that utilizes a brand-new technology that Valve is implementing into the Source engine. Called “high-dynamic range lighting,” this new technology enables a leap in lighting realism from even the current high benchmark set by Half-Life 2 and the existing Source engine. In this interview, Lombardi describes how you’ll be seeing a lot more of such lighting technology in future games.
What is "The Lost Coast?"
"The Lost Coast" is a single mission that takes place on the Highway 17 area of the game. It is specifically a piece of content that is aspiring to push the envelope in a couple of areas that are more on the technical and art production sides. While it is a new mission and whatnot, it is a free, new thing for all the owners of Half-Life 2 that have the high-end hardware. What we’re specifically trying to do here is not say, “Here’s this big, new piece of content for Half-Life 2,” but instead say, “Here’s this new technology that’s being introduced to the engine,” and it’s being manifested in the way of a new, short mission that people can check out.
What’s this new technology all about?
High-Dynamic Range Lighting is basically the last piece of chasing really good lighting in a digital world. What we’re doing here is completing the promise when we said back in the old days, “We’re going to have real-time lighting.” What that really came down to was, well, your shadow was real and maybe some weapons effects. But for all intents and purposes, each level is basically phony lighting—it’s all full-bright because of the gameplay path, and the hardware wasn’t able to do true lighting. So if you look at an image or any area of Half Life 2, you notice that the sky is usually kind of bright, and the ground is kind of bright—that’s there for gameplay and technology reasons.
But if you look at "The Lost Coast," you’ll notice that there’s contrast as there would be in a photograph. If you took a photo of a sunset, for example, there’ll be hotspots in the picture as well as darker spots, based on your f-stop and aperture speed—how much light you allow in. Your eye is similar to that camera’s eye in that it will adjust to light as different light sources are introduced. So what we’re doing in "Lost Coast" through the use of HDR is, depending on where you are in proximity to the light source and how long you’ve been looking at it, your eyes will adjust and the lighting in that world will adjust.
What are some in-game examples?
When you have a light come in from a corner in the room, it’s pretty easy to do a lens flare on the sun; but when you turn around in that level of the game, there’s really no correlation behind you—no hot spot. It’s only when you’re looking directly at it that folks have sort of faked that lens flare of the sunlight. But with HDR, we’re able to bring home that last bit of realism in the lighting of that world. Because it is graphics-related, it’s one of those things that folks really have to see to understand. But like physics and hardware acceleration on graphics going back several years now, this is going to be one of those things that once gamers experience a game that’s been authored to support HDR, it’s going to be a noticeable step back when they play games that don’t have this. The lighting isn’t going to look quite right; things are going to look a little bit static.
If you talk to folks in the Hollywood film world, when they’re creating sets or shooting, they’ll say one of the most important things is how the scene is lit. If the scene is lit wrong, the whole vibe of it will just completely go out the window. And I think we’re going to see that become more important now in games where we’ll be able to set a mood based on the lighting. When you enter a room, we’ll be able to give folks cues and clues as to what’s going to come next just based on the mood of that room and how the lighting of that room comes together. Obviously, there’ll be gameplay implications that we can do because now you have an active eye that reacts to light and muzzle flashes and grenades and those types of things. So hopefully it’ll be one step closer to providing a sense of realism, and specifically in this instance on the scenes and the sets.
What are the system specs for "The Lost Coast?"
Right now it’s still kind of TBD. It’s going to be for the power user, absolutely. It’s going to have some effects on RAM and on processor speed, so you’re going to need to be in the upper echelon. But it’s specifically attacking the GPU so it’s going to be only the very latest GPUs—and even there, we’re still finalizing the details as to which cards exactly.
Have you set a release date yet?
We’re close. It’ll definitely come out this spring. We don’t have an exact date just yet, but like I said it’ll be made available as a free update to all Half-Life 2 owners probably within the next four to eight weeks.
Do you think HDR-type technology will become widespread in future games?
Yes, definitely. I think lighting is the next really big step. Folks have thrown thousands and thousands of polygons at the characters, and they’ve opened up the levels so we’re not constantly loading the levels every five minutes. So we’ve done a lot to expand the space where the action takes place, we’ve populated the space with more characters, and we’ve made those characters more high-definition. But our lighting model is still messed up. And again, going back to the Hollywood example, people would say, “That’s great—you’ve got a lot of actors and you’ve got this big set, but if it’s not lit correctly, what are you doing?” I think that folks will take different approaches to how they’re attacking this problem, but I think you’re going to see a theme amongst those who are making games, specifically those who are making game engines like us, Id, and Epic.
Right now, it’s getting to be a point of diminishing returns on the graphics side. But on the lighting side, there are still a lot of gains to be made. Games definitely follow those trends of technology that catch on. Once somebody has physics in a game and it works, about every game now has to have physics in it. Once Id introduced GL Quake, all of a sudden graphics acceleration became something you had to have. So hopefully this will be a really big advance that folks will see.
Will HDR become a standard for this kind of lighting technology?
I think we’re going to see a lot of people implement it differently, both from how it manifests itself to the user as well as how they’re doing the magic underneath the hood. I think it’ll take a while for a certain method to be addressed as like, “These guys did it best.” You’ll always see people doing it a little bit differently based on what kind of game they’re trying to do. And the bottom line is that as long as everybody’s moving this forward, it’s good for gamers. Back when hardware acceleration came out, there was Direct3D and GL and a couple of other custom APIs that people used to do hardware acceleration. And while that caused some minor pains for gamers, at the end of the day it was good, right? Today, all games are graphically accelerated, all games look a ton better. I think this is going to be a similar type of phase that people have to work through, and at the end of the day somebody’s going to arrive at something that looks like a standard the way that Direct3D has become on the graphics side. But as long as people are moving this ball forward, I think it’s good for everybody, and it’s probably too early in the race to declare a winner.
Do you think next-generation consoles will be able to handle HDR technology?
Yeah. I think if folks want to see what’s going to happen on next-generation consoles, they should be paying very close attention to what’s going on with the PC right now. ATI is going to be the part in some of the consoles, and NVIDIA is going to be the part in some of the other consoles. And they’re deploying all the stuff they want to bring to those consoles on the PC right now to test out what works and what resonates with consumers. Right now is a real interesting time in the PC space because it’s somewhat of a predictor of what’s going to make it into those boxes in the years to come.
http://www.g4tv.com/attackoftheshow/featur...g_Lombardi.html