New Team Fortress 2 Video

Who found it?

I FOUND IT! HAha!

Jokes.. I have no life!:thumbs:
 
Very good movie. I love the choice of colours on the map and the choice of shaders as well. It all works so well together! :D

HW-Guy ftw.
 
Nice, very nice, except for the overlapping shadows which have been a constant annoyance since HL2 was first released :\
 
glad to see new movies, even if the only new content I saw was health pickups.

my eyes definately glazed over there for a bit. I had no idea graphic art vocabulary was so, uh, extensive.
 
Kick ass, I find this kind of shit fascinating. Would like to see more movies like this that explain how and why certain choices were made.
 
I didn't even understand half of the gibberish that came out of his mouth but nice video overall.

I really liked the footage when they showed the difference between red and blue, reminds me about some of the maps from UT99 with red set in a medieval-type of base while the blue is more hi-tech with neon lightning and the like.
 
i absolutely love movies on the technology of graphics engines. ive watched ue3, source, cryengine, doom engine tech videos. tech videos are awesome stuff..
 
can someone just confirm this please.

Have they solved the problem of overlapping shadows?
 
Check some of the new Episode 2 screenshots. Looks like they got some funky lighting going on now.
 
It does look like it's darker where a shadow overlaps another shadow. (Heavy shadow + Gun shadow)

Which is good if the shadows are getting created from different light sources and the objects with the shadows are not behind each other...
Too bad that is not the case here.
 
Check some of the new Episode 2 screenshots. Looks like they got some funky lighting going on now.

??? Haven't really seen any new screenshots... apart from the 2 that Samon posted. The flashlight shadows look fantastic in the new Left 4 Dead videos. However, I am dissapointed to say that every other lighting aspect is still bog-standard. I was really hoping for real-time shadows, like everything under the sun/other light sources blend and realistically merge with eachother. I hate to say this, but VALVe really have lost their reputation for being 'on the bleeding edge of technology.' Crysis is starting to really pull me away. I've just downloaded all of the new E3 07 HD videos, and there is just so much attention to detail. I am trying very, VERY hard to resist, but the gameplay/visuals/everything (apart from story & characters - Half-Life will always remain the best at that), IMHO, surpass that of Half-Life 2 & Episodes, respectively. At least for now. Please don't think that I'm trying to be an ass here, I just needed to express my honest opinion...
 
There certainly are dynamic shadows in Episode Two, they're just hard to spot. That Vortigaunt bit, you can see the flashlight cast a shadow on the wall behind him.
 
It would be difficult to use a commentary system on TF2 during the fast paced action of multiplay, unless they have a seperate area in the game menu, so that you could go to an empty arena and learn more about the game engine.
 
The video won't play right in either Media player or VLC.
 
Born the HL series has never been bleeding edge as source can be scaled across low to high hardward configurations, it needs to cater to all those therefore it'll never look as good as Crysis. Saying that though, it's characters are more believable and multi-dimensional that most other game characters so the good graphics are the icing on the cake as far as i'm concerned (and I do appreciate good graphics)
 
...However, I am dissapointed to say that every other lighting aspect is still bog-standard. I was really hoping for real-time shadows, like everything under the sun/other light sources blend and realistically merge with eachother.....

Jason Mitchell said:
The implementation of this is quite general, however, and designers can choose to place these entities in maps, causing very realistic soft shadows. We won't be doing this much in the upcoming games, however, primarily because the performance can degrade significantly with so many additional rendering passes

Current Source based games are aimed at mid/high end systems, while Crysis is aimed at ultra high systems.
 
i think the top 4 engines are the Stalker X-ray engine, source, ue3 and cryengine..

of which source takes secondplace along with ue3 in terms of overall features..personally. I do love the multiple texture supports the new engine has. It's totally awesome.
 
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