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And no, Source cannot equally match D3's shadowing effects. Source is still based on static lightmaps for the most part, while D3 has a fully dynamic perpixel lighting system. They are not the same thing. I'm not saying that one necessarily looks better than the other, but it's just false to claim that HL2 has a unified real time lighting model.
ya those CD graphics were worse then hl1, i was SUPER pissed when i found that outStyloid said:HL2's graphics are just well designed. It looks natural, not like CG.
iamaelephant said:Hahahahahahahahaaaaaaaaahahahahaha!!
You're kidding, right? It's foolish to assume Source is capable of close to UE3.
You are optimistic and he is pessimistic. No idiocy involved.Curator said:You obviously know nothing of what the Source engine is capable of. It may not be able to look quite as good as UE3 in it's current form but with a bit of upgrading, such as a more robust dynamic lighting system, it easily could. Thanks for showing your idiocy, it made me laugh.
RTFMish said:Look in that first picture.. the butt of the rifle goes into his chest..
Styloid said:You are optimistic and he is pessimistic. No idiocy involved.
Apos said:Indeed. But to get its unified lighting model, doom3 has to throw out realistic light effects like radiosity and HDR that shade and glare characters and objects in subtle and complex ways. As long as Valve can solve the overlapping double dark problem with its projected shadows, HL2's shadowing is going to get done most of the major "wow" elements of Doom3's lighting system (like a zombie creeping out of the dark with the shadows sliding over it) at a much reduced cost, leaving room for all sorts of other effects and much bigger and more complex environments. HL2 can also do real time lighting when it needs to: it's lighting effects have a very wide scale to accomodate a wide variety of effects and environments.
vicefredav444 said:Its like the president from nintendo said, Its not about beefing up graphics and system specs over and over but how you come up with new innovative ways to play the game. I didnt believe him untill I played farcry and he was right. I guess hl2 is using the latest in graphics tehnology and others things to give us a different experience. thats the key, different.
Well HL2 was never meant to compare with D3 if that's what you mean. Doom 3 is designed to make great-looking indoor environments - not render an active City 17. HL2 has its own special look that no one can really imitate.brink's said:I just wanted to know how u guys feel about this subject. Does anyone still think hl2s graphics are top of the line or am I the only one.
No doubt about it.brink's said:Anyway i know that HL2 will own not because of its graphics but because of its intense story etc.
I have to agree with you but I would still say that we're being optimistic since we still don't KNOW all about the Source engine or the Unreal engine. There is still the possibility that Source may have problems as well as the possibility that Source is absolutely amazing. There can be people on either side expecting either outcome until we actually have it.Curator said:There is a difference between being pessimistic and being plain idiotic. I know what the engine is capable of, I'm not being optimistic. HL2 uses the same method as UE3 for it's model and texture detail for instance. Source art is created extremely high and then reduced using normal maps that are then reduced into light maps effectively reducing a thousand polygon model into only one; UE3 uses this same process only it's models consist of much higher polys. HL2's are around 100,000 in source and a couple 1000 ingame whereas UE3's are around 2,000,000 in source and a couple 100,000 ingame. UE3 also uses shaders that consist of around 50-100 instructions as opposed to HL2's 15-40, that doesn't mean HL2 is not capable of producing highly complex shaders either. HL2 also supports specular lighting, radiosity, HDR, etc. which UE3 boasts, again they are just higher quality shaders.
iamaelephant simply has no idea what he is talking about.
A.I. said:I'm getting tired of this graphics crap. YOU PLAY GAMES, NOT LOOK AT THEM!!!
A.I. said:I'm getting tired of this graphics crap. YOU PLAY GAMES, NOT LOOK AT THEM!!!
Well it still depends how much the devs left the Source open and flexible for gfx engine upgrades...Apos said:Check this post out:
http://www.shacknews.com/ja.zz?id=9964452
Apparently, Unreal3 also does what Source does in terms of lighting: instead of a single intesive method for everything, it blends pre-rendered lightmaps with various forms of dynamic lighting. Given that Unreal3 is world's removed in graphical fidelity from any other engine, I'd say that this is good news for Source. It means that it's path forwards will involve primarily the addition of blending modes and disparate dynamic lighting methods, not ripping out everything and replacing it all with the Doom3 style method. And the result can look phenomenal. I was under the impression that something like Unreal3, the next-next gen, would mean discarding lightmaps altogether. But it seems that's not the case.
A.I. said:Well it still depends how much the devs left the Source open and flexible for gfx engine upgrades...
csmighty1 said:HL2's graphics are amazing, Doom 3's graphics are amazing, Far Cry's graphics are...good, stalker's graphics are amazing. I don't know what you guys are arguing about, we only get to play more games! That's what we want...isn't it?
Raziaar said:Has *ANYONE* stopped to think they aren't using 100% the maximum polygons possible at stable framerate in half-life 2 game? Also, Half-life 2 engine can EQUALLY match doom III's shadowing effects. They just DONT use it in the game. We haven't seen it with the engine. It hasn't been demonstrated but it is there.
Um - you mind backing that up? Carmack has only just recently spoken about adding a shader materials system to Doom3. Prior to this everything we heard about D3's shaders was that they were basically limited to FP16 and int12. Doom 3's shader complexity is an unknown at this point but we do know it was designed around the relatively primitive GF3-4 shader model - that is, the Open GL equivilent of DX7-8; which means that though it was EXTREMELY demanding in terms of fill-rate and memory throughput, the shader model remained simple. Shaders in D3 are used to decrease the rendering passes more than anything.. Last time I checked HL2 was based around DX9 level shaders (at least 200 of them) using FP24 precision which is naturally more advanced than what we currently know of D3...amneziac85 said:Shader wise, Doom 3 is much more advanced then HL2
Doom is better at high poly counts and shaders...
Aphal said:I know that I'm going to have a lot more fun playing HL2, and I probably wont even buy STALKER. But I do think its graphics are a lot more impressive than HL2, mostly I like the fact that it looks more realistic while all these other new engines look plastic (cept HL2)
http://www.stalker-game.com/download/gallery/screenshots/middle/sb_xray_41.jpg
http://www.stalker-game.com/download/gallery/screenshots/middle/sb_xray_22.jpg
http://www.stalker-game.com/download/gallery/screenshots/middle/sb_xray_44.jpg