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HL2 isn't as impressive to me when I first saw it. HL
BlazeKun said:2. Partially ties into the physics, but what other games have breakables like HL2 has breakables? What other games can you break a piece of wood some guy is standing on and have him fall and get hurt?
4. The lighting. While the lighting may not be the latest and greatest, the look is the most true to life. Let's take a look at D3's shadows for a minute. Sure it's all realtime, and while they do look pretty good, it's not even CLOSE to being anywhere near as realistic as HL2's. Point in mention? Radiosity. This is the factor light has to spread. Can anyone here tell me ANYWHERE in D3 that you have seen light reflect off objects to create radiosity? no? This is the very reason why HL2's lighting, while not being as advanced, creates a more natural and realistic look. As HL2's ligting is actually compiled, and uses lightmaps, this gives it an opportunity to use radiosity. D3's lighting, unless using lightmaps *does D3 even support this??* has 0 radiosity from what I've seen. I believe if D3 had radiosity, it would take far too many resources to actually play the game. If I am wrong about this please correct me.
<Edit> Oh one thing I forgot to mention, I'm sure all of you have seen really cool renders of untextured models with REALLY cool lighting that makes everything look very realistic. That's called photon mapping for those of you who don't know. What that is, is a much more advanced form of the radiosity HL/HL2 uses and will one day be used in realtime. Until that day comes though, realtime lighting like D3 will not look as good as precompiled lightmaps.
Edit> Oh one thing I forgot to mention, I'm sure all of you have seen really cool renders of untextured models with REALLY cool lighting that makes everything look very realistic. That's called photon mapping for those of you who don't know. What that is, is a much more advanced form of the radiosity HL/HL2 uses and will one day be used in realtime. Until that day comes though, realtime lighting like D3 will not look as good as precompiled lightmaps.
Oh one thing I forgot to mention, I'm sure all of you have seen really cool renders of untextured models with REALLY cool lighting that makes everything look very realistic. That's called photon mapping
clarky003 said:Or light tracers, in the prefered term.
clarky003 said:theres no need to write so much about 'why it'll be a great game' isnt it just a bit obvious to see how promising its going to be anyway.. , (with the best interactive characters ever seen, Havoc physics, a kool Sci Fi story which is sort of believable , and a hero with as much brain as brawn.)
vann7 said:Btw..
if the effect of breakable glass is as good and accurate as i can imagine it can be ,the possibilities for the mod community are HUGE! because people will be able to deform structures (made of glass) in any shape they like.. build sculptures on the fly ,just with your gun and good aim. or complete destruction of bridges,castles or buidings made of same material. but also the same effect can be done "other" materials like "wood" or "stone" if people hack the glass to look like those.mmm only people with experience in modding can answer this. the only thing im sure is that performance will be an issue for effect like those. lets cross fingers that idsoftware breakable effects in glass is at least half as good as the possibilities ..
Sparta said:Kinda like Red Faction, but with detailed physics
vann7 said:the only hardware capable of real raytracing its the CPU
Zoorado said:That's why photon mapping is the best choice. It can simulate global illumination thru the GPU efficiently, and yet produce much better results than raytracing. Last I heard, it is possible to use photon mapping to generate a BSSRDF map for subsurface scattering, in a matter of minutes (true SSS takes hours or even days to accomplish using Monte Carlo raytracing).
vann7 said:yep photonmapping is the most asked feature in today Pro-3dgraphics
but the techniques done to simulate it in the GPU (workarounds and hacks) are still early attempts to produce something that video cards were not originally designed to do. means it has serious drawbacks to be used in a practical way in either games or in the proffessional 3dmarket . notice that such amazing feature -photonmapping-in computer graphics ,no video card company ATI/NVidia....market their video card as Photonmapping capable. still in the proffessional 3dmarket all is done in the cpu for one reason. .there are very good simulations of photonmapping done in the GPU made by Nvidia ..at siggraph,but it just an experiment.. a really good one btw.. but again its doesnt replace what CPUs can do. for now Pixel shaders and vertexshaders will be the way to -simulate - real life effects in games. TRUE (Raytracing and Photonmapping) will still be for a long time a CPU feature.
ElFuhrer said:Making large breakable objects out of Doom 3's glass? There's no way in hell. If simply breaking a window will cut the framerate in half, then a Red Faction-like version of that would be impossible for an ordinary home computer.
MadMechwarrior said:First and foremost I will say that iD usualy makes 'tech-demo' games. None of their games particularly stand out as being very outstanding and they all follow an undead, rusty, bloody place which im guessing is the universe of doom. iD makes engines, thats the main reason I think Doom 3 wont be all its cracked up to be.
Its a game built around the technology, not technology built around a game.
First Technical drawback for Doom3 is prolly one of its main features, the dynamic lights... that takes out alot of possibilities for mod makers who arent looking to make a scary mod, most notably outdoor areas.
the other main problem is it's built around OpenGL, which is good, but not state of the art. OpenGL is really falling back these days and DX is taking up the slack with lots of new features.
HL2 is simply a more technicly able bodied game. It has the ability to do both static and dynamic lights, it also has a very good physics engine built AROUND the game and not as an afterthought as I feel Doom3's physics are.
Other than that its just a case of style. I think the monsters on mars thing is getting kinda old and boring, same with zombies and I think HL2 has a bit more style overall. Not to mention its the sequel to one of the most modded games of all times which can guarentee you wont put it down too fast.
Styloid said:It sounds like Carmack's 'unified renderer' can be a nice tag for all the other engines coming out (breakable glass, physics, sound, lighting, etc). It looks like they're the only ones, however, who are willing to sacrifice gameplay to showcase these effects unlike Chaser whose CloakNT engine was also a 'unified renderer'. How many 'unified renderers' will we see in the next year? 5? 10? 20? Can one 'unfied renderer' be superior to another 'unified renderer'? Well I guess not since all games with 'havoc' or 'physics' are lumped together and all games with 'advanced AI' get lumped together.... Will 'unified renderers' make good games? Will 'unified renderers' become the standard for all high end titles? Will 'unified renderers' be cheap enough for small companies to license? Will the 'unified renderers' like cheese?
We can't determine that until they are all out.
Zoorado said:DOOM 3 engine is the only "unified renderer" I know of. Does ragdoll physics affects the soundscape (deflection and absorption of sound waves) in other games? Does all physics object cast true-to-life, per-pixel accurate shadows dynamically? Heck, I can't even think of another game that has fully dynamic specular highlights... It is one thing to add "dynamic lighting", but making it work uniformly under all possible circumstances (the way light in real-life works) is another story altogether. DOOM 3 is aiming for the latter, and that's what distinguishes it from the other engines with seemngly similar visual styles.