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Originally posted by Bleeder
How come nobody's brought up the fact that they are implementing HDR in HL2......they still are, aren't they?
....i think this was already posted somewhere else, but damn is it cool
http://www.daionet.gr.jp/~masa/rthdribl/index.html
Originally posted by Chris_D
Yeah. Anything static that simply won't move - won't have a dynamic shadow. Such as a gigantic tower block. It will have a dynamic shadow map seen in most of the early screenshots. You may also notice that the shadows from any people in these screenshots are projected to a different direction. Not sure if the problem still exists or not, but the problem seemed to like in the way that dynamic and static shadows were projected and worked together.
As for the lights, I guess that if you shoot a lightbulb in HL2 that is set as a breakable then the light will go out and cut off any necessary shadows or trigger the light to be set up. I'm guessing that it'd be pretty easy to set up a sort of "Doom3esque" type bathroom scene where if you shoot a light fitting it will effect both the physics and the lighting of the light.
The thing with HL2 is it's so scalable. Like the wood fragment thing. I've seen that works pretty well although some people have told me that wood still breaks at certain points. That's not 100% dynamic but it partly is where it counts which is what HL2 is all about.
Edit: And yes, DoD was also one of the greats that improved on the HL1 engine blah blah
Doom 3 wont be usable for most games until the end of 2004, thats half a year Source has on it.
Originally posted by EvilEwok2.0
Your forgetting that doom3 has been designed to run at 30fps(which is plenty for doom3) with a geforce3 generation vid card and 1ghz cpu with most settings on medium and some on high.
EvilWok, HL2 does not have a real use for a lighting system like Doom 3's, sure it could give some cool effects in the gameplay, but it doesn't justify the huge performance drop.
The engine's are adjusted to meet the games' demands, the lack of a fully dynamic lighting system in HL2 isn't because of poor programming
Source fits HL2 best, Carmack's engine fits Doom 3 best. Everyone should be happy right?
Exactly, you're talking about an entirely different type of game. Doom 3 is much slower pased compared to HL2.
Doom 3 is much slower pased compared to HL2.
HL2 sacrafises a near real shadowing system for bigger maps, quicker gameplay, and more on-screen characters.
Doom 3's lighting isn't revolutionary, it's just ambitious.
Sure Doom 3 is supposed to run at those specs, but you can forget about all the eye candy.
Originally posted by EvilEwok2.0
Every developer makes a decision of how sophisticated the graphics should be based on the hardware capabilities of the projected user base. Valve sacraficed in this area for the lower end spec guys. Thats fine with me.
But that doesnt mean a realistic lighting system has no place in hl2. Thats just absurd. A realistic lighting system has a place in all games. Thats all i was saying.
I was just trying to stress the point that Doom 3 is ment to be "playable" at 30fps.
Low on-screen character count and enclosed areas were indeed a conscious decision made on the part of the game designers.
If the game had the ability to render many on-screen enemies and huge environments without taxing the crap out of even high-end machines, the legal benchmarks released thus far would be much higher than they are.
Sure, a realistic lighting system should be in any game, including global illumination, photon mapping, indirect illumination, but hardware can't handle all this now so you have to leave things out and make compromises.
Valve could chose between having a realistic lighting system and cut back on the traditional Half-Life gameplay, or cut back on the lighting system.
The picked the last one, because altough the game would look better with it, it didn't add to the HL gameplay
unlike Doom 3 who needs it for good gameplay.
Originally posted by EvilEwok2.0
LOL. I like how you just randomly name out all this shit that is too complicated for todays games when we are talking about a feature that is already present in a few games and works fine with any gameplay you could come up with.
That was an exaggerated example to show you can't have it all.
Ok, lets get off the subject of doom3 for now since it doesnt compare with hl2s gameplay.
Exactly
Doom3 strives for a type of gameplay so far removed fomr hl2 that it isnt worth the time comparing the gameplay versus lgihting model of the games. Lets look at deus ex:invisible war. A lgihting system similar to doom3. Sure it doesnt look anywhere near as good, but thats why id is at the top of the industry. Anyway, deus ex:IW has gameplay much closer to that of hl2, and yet the lighting system doesnt hinder it at all. It has rather large areas and much faster gameplay than doom3.
Wrong, DE2 is nowhere near close to HL2, it has a totally different gameplay, in which the gain of a dynamic lighting system outweighs the performance hit. This isn't the case in HL2.
Ok this si the second time you used that phrase and you make it sound as if doom3 has no gameplay without the unified lighting system. Doom3 isnt 100% based on a monster jumping out form a shadow and making you jump in your seat. There isa lot to the gameplay, and the shadows ENHANCE it, not define it.
Doom 3 DOES rely for the most part on the lighting system, no question about that. And that's not a bad thing here.
Valve could chose between having a realistic lighting system and cut back on the traditional Half-Life gameplay, or cut back on the lighting system.
Originally posted by iamironsam
I love how he nit-picks everyones posts completely apart.
Originally posted by iamironsam
This is a forum, not debate class.
Originally posted by iamironsam
Actually, "nit-pick" is one word, spelled nitpick.
Yes it is debate class.
Originally posted by Shuzer
..why are you arguing with yourself and quoting yourself?
Originally posted by iamironsam
I'm immitating EvilEwok's debating skills.