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Half Life 2 - Lost Coast HDR Explained

An Anonymous Reader writes: "Valve has released some amazing new screenshots of Half Life 2: Lost Coast, showing off the new-found technical wizardry called High-Dynamic Range rendering. It is the same advanced lighting that makes Unreal 3.0 look so good, except it will be available very soon for Half Life 2. Bit-tech has written a guide to all the new stuff like Blooming and HDR Cube Maps which explains everything you can expect to see when Lost Coast comes out."

63 comments

  1. Can't Wait by jtpalinmajere · · Score: 1

    Obligatory 1st Post! Personally I can't wait. HDR is a really fun thing to play around with and the current crop of games with it (if only a limited implementation) are gorgeous... and yes I'm a graphics freak.

    1. Re:Can't Wait by Cornflake917 · · Score: 2, Insightful

      "I'm a graphics freak"

      In all seriousness, I welcome your graphics freakynesh. It's a sight for sore eyes. Unfortunately, I already see the ubiquitous "The gameplay sucks, we don't need better graphics" posts starting to file in.

      The truth is that this is all B.S.(goodbye karma). Improved graphics in game make it more visually appealing...not much else. But for some reason whenever a game makes a graphical improvement(or is just has good graphics for that matter) everyone screams bloody murder, complaining that the gameplay will suck. Then they proceed to obtaining enough +1 insightfuls to feed their family for a week.

      Of course there are plenty of games out there with great graphics and terrible gameplay. But it's not BECAUSE they have good graphics. Imagine that people! I wonder how many gamers out there that complain about the gameplay have actually tried to develop their own fun and innovative game.

      Anyways, the HDR looks sweet, and I'm buying the HL2 expansion as soon as it comes out.

    2. Re:Can't Wait by Anonymous Coward · · Score: 1, Insightful

      Most of the "limited implementations" of HDR are really just some cheesy bloom effects and whatnot. Not very pretty, imho, it just messes up the picture and makes it looks like your character has cataracts.

      Half-Life 2, the Unreal 3.0 engine and the likes, on the other hand, use proper HDR. And it does indeed look gorgeous. This should be fun =)

    3. Re:Can't Wait by mconeone · · Score: 1

      Isn't the lost coast expansion free? Its just one level...

    4. Re:Can't Wait by jtpalinmajere · · Score: 1

      Indeed it will be free. Not sure if the term 'level' really applies with HL2 though. Technically speaking HL2 flows from map to map and has some arbitrary 'chapters' involved in the progression... but from a gameplay standpoint there isn't much to delineate 'levels' except perhaps the transition through the faulty teleporter (ie. time warp) towards the end.

      So saying that Lost Coast is only one 'level' long doesn't really hold much meaning for me. Even if it is only one 'map' in the technical sense there's no telling yet just how expansive that one map will be (read: *I* don't know, anyways).

    5. Re:Can't Wait by mconeone · · Score: 1

      My guess is that it will be at least a couple of maps, just like the other HL2 'Chapters', 'levels', whatever you want to call them.

  2. Wow! The ability to change contrast! by elrous0 · · Score: 2, Funny
    Looks like Valve has finally developed an amazing new technology to mimic the awesome "Contrast" knob on my 1975 Zenith.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Wow! The ability to change contrast! by Anm · · Score: 1

      Looks like Valve has finally developed an amazing new technology to mimic the awesome "Contrast" knob on my 1975 Zenith.

      Your contrast knob will never reveal details not present in a stand dynamic range TV signal. I suppose, being an analog signal, it concievable for such details actually be there provided some astronomical signal to noise ratio. Still, your 1975 Zeith aint gonna cut it.

      Anm

    2. Re:Wow! The ability to change contrast! by Anonymous Coward · · Score: 0

      Oh, wow! You pointed out that a joke wasn't true.

      How proud you must feel...

  3. Not just HDR by KirkH · · Score: 2, Funny

    Uh, it's not just HDR that makes UE3 look so good.

  4. Graphics not an issue by superpulpsicle · · Score: 1

    With Halflife2, the graphics were not the problem. Is the gameplay being so downright boring and repetitive.

    1. Re:Graphics not an issue by pyrros · · Score: 1

      Amen to that: I mean, where is Team Fortress 2 guys? It was supposed to be bundled with HL 1 for god's sake. Instead of that, we get DoD: source (which isn't even out yet) as if we didn't have enough WW2 themed FPSs.

      While I'm ranting I'd like to point out that I felt UT 2003 sucked while UT 2004 is for the time being my favorite FPS. Why? Assault & Onslaught. No new graphics engines, no ultra high-res texture packs, just new toys to kill people with, and new levels to kill them in. Did epic miss the mark with 2003? hell yeah! But at least they got to their senses pretty fast. Valve just seems to have their head up their ass.

    2. Re:Graphics not an issue by Cornflake917 · · Score: 2, Funny

      If Half-Life 2's gameplay was too boring for you, I suspect that the FPS genre is not suitable for your taste.

      In other words, with HL2's gameplay is no worse than it's graphics.

      Have you even played Doom 3!?

    3. Re:Graphics not an issue by sneakers563 · · Score: 2, Insightful

      Amen to that! I can at least remember different areas and events in HL2. Doom 3 was the same level over and over and over and over again.

    4. Re:Graphics not an issue by Anonymous Coward · · Score: 0

      Just because Doom 3 was a $50 tech demo doesn't mean HL2 is interesting or fresh, compared with HL1.

    5. Re:Graphics not an issue by Ahnteis · · Score: 1

      TF2 became TFC which was a FREE addon to HL.

      The NEW TF2 was delayed so that Valve could develop the Source engine.

    6. Re:Graphics not an issue by brkello · · Score: 1

      Actually, it was. With the gravity gun and the physics alone it made it very interesting and fun. Maybe HL was better, maybe not. You can debate that. But it was a good game. If you don't think so, then you must hate FPSs.

      --
      Support a great indie game: http://www.abaddon360.com
    7. Re:Graphics not an issue by Cyanara · · Score: 1

      A significant problem with HL2 is that it pretty much avoided what made HL1 so fresh. There doesn't seem to be a single enemy in HL2 that can't be, and isn't meant to be, destroyed by your basic hand-held weapons. I would have loved another tentacle beast or gargantuan scenario but HL2 was really sparse and simplistic with its puzzles.

      Here's hoping for Aftermath to rectify this.

    8. Re:Graphics not an issue by Cornflake917 · · Score: 1

      You never killed enemies by taking advantage of the physics system? Did you even get to the level where you killed the mob of zombies by smashing them with those car traps? Or chopping them up by using the propeller blades. Is going around in circles to push the 3 special buttons to turn on the power beam that zaps the monster really that fun anyway? To me, killing enemies with the physgun never ceases to be entertaining. There's some pretty creative ways to kill enemies HL2. I guess I'm just easily amused.

    9. Re:Graphics not an issue by imr · · Score: 1

      They start to be an issue when they compell more and more players out of the game for monetary reasons:
      the suggestion that Lost Coast could need as much as two gigabytes of RAM to run HDR optimally
      not every one can upgrade his computer every 2 months.

    10. Re:Graphics not an issue by imr · · Score: 1
    11. Re:Graphics not an issue by Cyanara · · Score: 1

      Oh, there's no denying physics are entertaining. The things you mention were fun, but relatively speaking they are fairly minor or simplistic, and I also often found it easier just to shoot the baddies.

      In HL1, you could waste all your ammo and eventually kill a gargantuan, but firing up some generators and then running to a pair of giant tesla coils with the gargantuan right on your heels, and then frying it to kingdom come entertains me slightly more. Same goes for using the tactical map to take one out with an airstrike.

      With the tentacle beast it was more about learning the hard way that you couldn't kill it by normal means and then eventually taking it out in a fiery and spectactular manner. Sure, once you've done it you can look back and say: "Hmm, all I did was push a couple of buttons", but it was still different and fun.

      I just think HL2 could have used a little more imagination. I mean, look at striders. They're on long, tall, thin legs. That instantly conjures highly entertaining possibilities. But instead, you just shoot them with rocket launchers. I quite honestly believe its not asking too much for a little extra creativity. They did it before with much more limited technology.

      But on another note, I'm also a graphics freak, and don't hesitate to make a game crawl to a couple of frames per sec to enjoy the latest and greatest effects :D So I can't wait for this coast thing.

    12. Re:Graphics not an issue by KDR_11k · · Score: 1

      TF2 was announced after TFC was released and had nothing in common with it (TF2 was supposed to include vehicles and was more present-time based than the rather futuristic TFC).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Laff-Hife for sure by ignatz72 · · Score: 2, Interesting

    Granted, the gameplay in HL2 seemed repetitive - but isn't that what FPS' are? Don't get me wrong, almost all I play are FPS'... BUT I was expecting these kind of graphics with HL2 out of the box. Doom3 also for that matter.

    Either way, I play them because I can shut my brain off and see the pretty things blow up and splatter!

    These new pics look A LOT like early shots and descriptions of STALKER:Oblivion Lost or :Shadows of Chernobyl or :vaporware, whatever they are calling it now. Now this game has been described as having a 24-hour persistent environtment with realtime sun, rain, etc... Much of what HDR provides seems to be exactly what the developers of STALKER have been selling. Could this be the reason it's taken forever to hit the shelves? Will it ever?

    And I guess my 9800 pro sux0rs now. :(

    1. Re:Laff-Hife for sure by kaellinn18 · · Score: 1

      My understanding is that S.T.A.L.K.E.R. is in the process of tweaking and balancing. I think they're dealing more with AI issues right now than with graphics. I'm really looking forward to this game too, so I hope that it gets finished up soon so they can release it in the Fall (just guestimating here; they don't have a speculative release date).

      --

      --------
      This isn't the sig you're looking for. Move along.
  6. One question not answered in the article by Anonymous Coward · · Score: 0

    How will this make the game better? How will this help advance HL2's story?

    How will it help this other, more pressing graphics problem that plagues today's games, namely repetitive textures and models?

  7. 2005 by Flunitrazepam · · Score: 4, Funny

    we dont have flying cars yet, but at least we can make 'white' in video games REAL FUCKIN' WHITE

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
    1. Re:2005 by Cornflake917 · · Score: 3, Funny

      I know dude! It's gonna be so sweet! I just hope it will be as good as Doom 3's COMPLETELY BLACK DARKNESS!

  8. physics by madhippy · · Score: 1

    the graphics may look better, but does the game physics allow you to explore/utilise the environment to the same degree ?

  9. HDR HL2 Renderings by LordStraun · · Score: 4, Interesting

    A month or so ago, someone took some HL2 models and rendered them with HDL. Then he put those renderings into his back-yard.

    You can see them here

    --
    Your Sig Here ($10)
    1. Re:HDR HL2 Renderings by bitkari · · Score: 1

      It's a shame that Valve haven't tried to add image-based lighting like that in to Lost Coast!

      The technique is certainly possible to do in realtime. Perhaps we'll see something like garry's mod incorporating it soon?

    2. Re:HDR HL2 Renderings by myspys · · Score: 1
    3. Re:HDR HL2 Renderings by KDR_11k · · Score: 1

      What's that got to do with HDRI, i.e. higher color precision?

      Besides, I've heard claims of HL2 using a similar fake radiosity approach before but that doesn't seem to be the case in the end. Either way, Battlefield 2 seems to do it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:HDR HL2 Renderings by Anonymous Coward · · Score: 0
    5. Re:HDR HL2 Renderings by neocrono · · Score: 1

      What's that got to do with HDRI

      See that chrome ball in many of the images? It's photographed at several different exposures with the camera, then the samples of varying brightness are assembled (using a program like HDRShop) into a panoramic "light probe" which interpolates between them. This light probe can be used in high end 3D rendering software for image-based lighting, or IBL, of the scene.

      The multiple photographs from the camera at different settings serve to capture the--wait for it--dynamic range of the lighting in question infinitely better than any single photograph could otherwise hope to. Once you have assembled a high dynamic range light probe of the scene, you can adjust the exposure "virtually" in the host software.

      The end result here is that the positioning and intensity of the highlights, as well as the color casts on the 3D models is contiguous with the real life scene they're superimposed into. It's arguably subtle, but so is real lighting. It was one of the most difficult aspects of comping 3D renders into real life environments prior to the advent of IBL, and even then, only recently is the technique reaching a widely accepted "usable" point.

      IANA3Dprofessional, just a hobbyist kid with an interest in the technology, so DISCLAIMER GOES HERE. Excuse me if I'm horribly off about any of it.

    6. Re:HDR HL2 Renderings by neocrono · · Score: 1

      I forgot to mention that, with regard to HL2's "fake radiosity"--it's not all that fake, although Valve did blow it way the hell out of proportion whenever they discussed their tech. It's simply static and misunderstood. Computed for the entirety of the map geometry offline at what's known as compile time for the level, and stored inside full color light maps for each surface.

      It doesn't, that I know of, impact the appearance of any dynamic entities in the level, with the exception of (indirectly) those that rely on cubemapped reflections from the surrounding environment. That's because the cubemaps used for materials that reflect the environment are actually generated inside the game using a console command, after everything has been compiled and lit.

  10. How? by RickPartin · · Score: 0, Troll

    I know very little about graphics programming. Can someone please give me a boiled down explanation of how they are making a computer monitor brighter than normal with HDR? Or is this not a hardware hack at all?

    The article is very light on details.

    1. Re:How? by Funk_dat69 · · Score: 1

      It's a trick to make the monitor 'look' brighter. They use the pixel shaders on the graphics adapter(HW) and with some nifty algorithms and a floating point pipeline, appoximate the look of light saturation as it would appear on film. Like most nifty realtime graphics effects, HDR is a short cut, enabled by recent HW advances.

      Tha being said, I wasn't too impressed by the Lost Coast pics. HDR needs a few more rendering passes for it to look real. It's cool that they are pushing the tech, but it'll be another few years until we see really good lighting implementations in games.

      --
      FUNK!
    2. Re:How? by trevorrowe · · Score: 2, Informative

      I know very little about graphics programming. Can someone please give me a boiled down explanation of how they are making a computer monitor brighter than normal with HDR? Or is this not a hardware hack at all?

      In a nutshell they aren't. Your computer monitor is not any brighter, its just the effects of contrast. You can see this yourself if you take a while square on your monitor (like from an empty browser window) and overlap it into the middle of one of the images. You will notice the white is the same intensity, its just the colors around that make the difference.

      Want another example? Projectors throw an image on a white background, so how do you get black?!? The answer again is you dont, the black is nothing more than the unlit portions of the white screen. Everything else is bright enough that it creates a high lvl of contrast, so now your unlit white screen appears white.
    3. Re:How? by AaronLawrence · · Score: 1

      In the same way that I generally turn off lens flares (look pretty, but actually less realistic) this seems like it would actually *reduce* immersion. The fake camera effects are another thing reminding you that you're looking at a screen and not a real scene.

      --
      For every expert, there is an equal and opposite expert. - Arthur C. Clarke
    4. Re:How? by Anonymous Coward · · Score: 0

      "Everything else is bright enough that it creates a high lvl of contrast, so now your unlit white screen appears white."

      If by 'white' you mean 'black'

    5. Re:How? by amliebsch · · Score: 1

      They're not just camera effects. The effects are more meant to mimic the way your eyes are affected by changes in light, caused by pupil dilation and glare.

      --
      If you don't know where you are going, you will wind up somewhere else.
  11. That's all very nice... by Nice2Cats · · Score: 1
    ...but I still won't be buying a game that depends on being online 24/7 to reach these people's servers. Computer games should come in a box and work out of a box, and everything else (with the obvious exception of multi-user online role games) is marketing crap that destroys the long-term value of the product.

    Pity. The first episode of Half-Life rocked big time.

    1. Re:That's all very nice... by dnixon112 · · Score: 1

      You need to go online once for a couple of minutes to activate the game. Once you've done that you can play in offline mode for as long as you like, no internet required. There are advantages and disadvantages to Steam, I'm not going to get into them all now, but at least know the facts before making a rash decision.

    2. Re:That's all very nice... by bitkari · · Score: 1

      You only need to be online once to authorize your game. You can run in 'offline mode' after that without any problems.

      Yes, it is annoying, but so too are most copy protection systems - and i'd certainly take cranky steam over horrendous starforce any day!

    3. Re:That's all very nice... by KDR_11k · · Score: 1

      I'd actually prefer Starforce because you can at least get that to work when you don't have an unrestricted internet connection. I bought HL2 back when I had one, now I no longer do and can't play HL2.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  12. I stand corrected by Nice2Cats · · Score: 1
    You need to go online once for a couple of minutes to activate the game.

    I stand corrected. The error had two sources: First, a friend of mine who told me so, and second, a misreading of the bold from the review at Ars Technica:

    If Steam is having a bad day and you can't download a necessary update, you may not be able to play the game that's already installed in your computer.

    My bold, my bad. Thanks for the correction.

    1. Re:I stand corrected by Suddenly_Dead · · Score: 1

      Offline mode is still problematic.

      A) If you have an internet connection running, it will not run in online mode. It may also not not let you do it if you have a LAN-only connection, or at least it takes awhile to check and see if it can connect to the Steam Servers. As well, should the Steam servers be overloaded and you try to log on, you have no ability to play offline as the key info is deleted. You have to log in successfully and quit Steam totally once, and not log in again until you intend to use it online.

      B) If any update is not complete, you have to allow it to complete before going into offline mode. This could be problematic for a dialup user who just pops onto it to have a game with a buddy, sees an update being required, and chooses to delay it.

      C) You still need to be connected online to install in the first place

    2. Re:I stand corrected by Anonymous Coward · · Score: 0

      You're posting on Slashdot. This implies that you have an internet connection. So what's the problem?

    3. Re:I stand corrected by KDR_11k · · Score: 1

      I'm posting on Slashdot, too. That means I have an internet connection, yes. However, Valve refuses to make a Steam version that will run purely on HTTP. Since only HTTP can get through my proxy (yes, you can tunnel, at 1 kb/sec) Steam cannot connect even though I'm connected to the internet.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:I stand corrected by |/|/||| · · Score: 1
      I'm not buying this game until I can download patches and install them at my own discretion. In other words, I'm waiting for the non-steam version.

      Still waiting.

      No spoilers please!

      --
      [javac] 100 errors
  13. HDR means floating point by spitzak · · Score: 2, Informative

    As the article states, the "blooming" effect is not HDR, it simply is blurring a white image and compositing it atop the original.

    HDR really means that floating point numbers are used instead of fixed-point integers. You can easily achieve human brightness resolution with a 16-bit number, appropriately used. The EXR standard mentioned in the article is the same as IEEE 32-bit floating point, except the exponent is reduced to 5 bits, plus 1 sign bit, and a 10 bit mantissa (plus hidden 1). This allows a range of .000035 to 32768 (ie a contrast ration of over 1 billion), plus a gradual underflow area, +/-zero, +/-infinity, a full range of negative numbers, and several NaN values, all in the same 16-bit area that many images use for fixed-point.

    The EXR 16-bit format is now a standard and Nvidia is putting it into hardware on their boards. It is likely that all texture maps will be in this form in the near future.

    Currently the final display buffer is 8 bits, and the floating point image is converted by multiplying by a constant and truncating. The first huge improvement will be to use a lookup texture to add the gamma curve of the 8-bit displays, so that the floating point data is really brightness information, this will hugely improve the realism of these exposure and lighting setups. Currently you must use a shader program for this, but I expect it will be put in hardware soon.

    More in the future are actual HDR displays. These have a contrast ratio of perhaps 80000:1, so the EXR data will still be truncated, but it well exceeds the human eye's contrast ratio (ignoring the ability of the pupil to dialate). The best technology appears to be to put a color LCD display atop a monochrome LED display.

    1. Re:HDR means floating point by oliverthered · · Score: 1

      No is doesn't you can perform HDR using standard 32bit textres. All that it means is that the textures aren't clamped at 100%.

      So, if in my normal 32bit texture 255,255,255,255 represents 100%, I can perform HDR by making 128,128,128,255 = 100%.
      by applying the same texture twice.

      --
      thank God the internet isn't a human right.
  14. Wasn't that NOT the point of HL1? by MMaestro · · Score: 1
    Either way, I play them because I can shut my brain off and see the pretty things blow up and splatter!

    Wasn't the point of HL1 supposed to revolve around the player outsmarting and outthinking enemies when faced with overwhelming odds? In HL1 the most powerful guns were either obtained late or lacked a good source of ammo to be used often. (By the time you got the Gauss Cannon or Gluon Gun, you pretty much fought everything and weapons such as the Rocket Launcher and Crossbow had rare amounts of ammo throughout the entire game.)

    In HL2, its possible to go through entire segments using only the SMG because its so plentiful between the easy Combine kills and unlimited ammo crates. The Gravity Gun is obtained less than halfway through the game. The Magnum, Crossbow and unlimited Grenade crates begin appearing too early and are overpowered even on Hard mode. The whole 2 spare clips for most weapons didn't help either since people just turned to the overpowered Gravity Gun as a result.

    1. Re:Wasn't that NOT the point of HL1? by KDR_11k · · Score: 1

      Try going through Ravenholm on hard with anything but the gravity gun. There simply isn't enough ammo to take down all those enemies.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  15. What's the big deal? by Anonymous Coward · · Score: 0

    I don't know whether or not I like this feature. At first, I couldn't even work out what it actually did. I mean, a white pixel on your monitor is a white pixel, and that's as bright as it's ever going to get. Equally, a black pixel is as dark as it's ever going to get. All the screenshots I found (including the ones in this very story) don't demonstrate HDR *at all*. They demonstrate bloom, and differences of brightness.

    Then I worked it out. You can't *see* HDR, because the "D" stands for "Dynamic", and that means it's an effect that is only noticable in motion, not in still shots. Apparently, this feature emulates exposure in phatography, so windows will all be bright white when you're standing in a room, and hallways will be pitch black if there's a bright source of light somewhere in your view (like the end of a tunnel).

    Sure, this makes it look realistic... but I don't know if I really want my games to do this or not. I *like* being able to see the inside of the room I'm in, AND the outside environment through the window. I won't *want* my windows to fill with solid white just to simulate the exposure conditions that would be present in a real photo. I like to be able to see the detail on the wall of a tunnel, even if the sun is glaring through from the tunnel's opening. In short, I just don't think this will add anything to the game at all. It might look pretty (though it's mainly the bloom that adds to the visual experience, and I have no problem with that), but it's just going to get in the way.

    Those "Lost Coast" pictures have me somewhat concerned. They basically seem as though someone has simply raised the contrast so anything reasonably bright becomes white. Any time the sun shines through a window, the lightmap inside the building becomes a solid shade of white, hiding all the details from the texture it's cast on. This just seems annoying.

    Am I missing anything? Why is everyone so excited about this feature?

    1. Re:What's the big deal? by KDR_11k · · Score: 1

      Am I missing anything? Why is everyone so excited about this feature?

      Mostly because they don't understand what it means. But hey, at least it means we can restrict the bloom effect to only the really bright surfaces instead of making it look like you're looking through a dirty window/lens (I tend to wipe my glasses when I see bloom in real life).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  16. Pardon my ignorance here, please by TomorrowPlusX · · Score: 1

    Whenever I see references to HDR, it always seems to be a DirectX thing.

    Now, since HDR is really just floating point chicanery ( I'm not criticizing it ) is there any intent for support in OpenGL? I do a fair bit of GL programming, and, sadly am on OS X where GL is, like, a whole *year* behind linux and windows... but it would be nice to know that the underlying mechanisms ( I suppose texture formats, pixel ops in shaders, etc ) could be exposed in GL. So that I could use them in 2031, when Apple exposes the ARB_xyz etensions.

    Anybody know?

    --

    lorem ipsum, dolor sit amet
    1. Re:Pardon my ignorance here, please by oliverthered · · Score: 1

      Yes, there are lots of ways to perform HDR in opengl (not least by using floating point textures)

      There's a demo here

      Proper HDR is easy to emulate using integer textures, the DirectX sdk even comes with some demos.

      --
      thank God the internet isn't a human right.
  17. Wow! Th-th-this i-i-i-s s-s-so c-c-c-c-c-c-c-cool! by Anonymous Coward · · Score: 0

    Have they fixed the stuttering bug yet?

  18. I'll bite... by mconeone · · Score: 1

    How will this make the game better? How will this help advance HL2's story?

    It makes the game better by adding more realistic lighting, increasing the sense of immersion. The new level content MAY make the story better.

    How will it help this other, more pressing graphics problem that plagues today's games, namely repetitive textures and models?

    This problem is a designer one; the more time one has to put into a level/model, the better/less repetitive it becomes. However, by adding the realistic lighting, levels can become less repetitive by simply adding varied lights, which is infinitely easier to do as opposed to creating and applying new textures or complex world geometry. Models end up looking more 3-dimensional and realistic with the lighting as well.

  19. Useless by Anonymous Coward · · Score: 0

    "For the average enthusiast, there are only three things to remember about HDR:

    1. Bright things can be really bright
    2. Dark things can be really dark
    3. And the details can be seen in both"


    Yes... and it's good if you like to tweak the image. * I don't get how this will help with 3d-rendering.

  20. I can't stand pitch black games. by the_raptor · · Score: 1

    I simply abhor the Doom 3 style of making the player stumble around in the dark trying to find a door. Its *NOT* fun. And it seems that nearly every game now has at least one section like this (horrible haunted house mission in Vampire: Bloodlines being my most recent).

    Sure you can get a few cheap scares. But if I can't even see the switch I am meant to be activating then I am going to get frustrated. And the most scary game I ever played, was farly well lit (System Shock 2).

    --

    ========
    CINC, 4th Penguin Legion