Not really, GSC is going for picture perfect photorealism ("going for" does of course not imply achieving it - that will take a while yet) while Valve is shooting for more of a fantastical look.
I personally prefer HL2's visual design, because to me it looks more 'juicy' and imaginative than...
Why is that, the "graphics" of a game are just as much dependent on design choices and stylistic preference as anything else.
There is no point in arguing that game X looks better than game Y when both clearly aim for a different goal.
I think HUGEkebab hinted at this quite nicely:
From the info given out by Valve (as reported in this thread) I don't get the impression that non-DX9 cards such as my GF3 Ti500 will be exempt from the FSAA problem.
Even if I don't upgrade for HL2 (a very slim chance), I will still have to run under DX9 and the FSAA bug will still crop up...
It's not the quality of the tool that's most important, it's how the designers use it.
If Valve can produce equally or even more more dramatic and involving effects with their supposed inferior technology, then I'm not complaining.
That glitch was already clearly visible in the earlier videos.
I wouldn't worry about it, I should be fixed in a newer build of the game.
As for the scanners, we don't really know how they're supposed to be moving at this point, do we?
I haven't seen the new direct-feed movie yet, but I...
This forum is quite lively, threads have a way of disappearing off the front page very rapidly and it's not always easy to navigate through the 'fluff' to find the info you're looking for, even when using the "search" function.
This will only get worse over the next couple of months.
That's only natural; when everything else looks so believable, the tiny details that disturb the 'realism' will stick out.
Nobody would mind the dots on the '98 G-Man.
I don't have a problem with this kind of in-detail scrutiny/criticism, it's the immature way it's sometimes delivered that's...
I'm not here to argue.
I'm here to laugh at the very notion that HL2 *won't* make DooM III look like something that was mysteriously transported through time from the Stone Age.
The elevator bug has survived all the (singleplayer) patches thus far, it's probably not readily fixable.
The solution I use is to switch to software mode before entering the lifts that I know will cause trouble and then reverting back to OpenGL/D3D after I have left them.