Yo dawg, I’m gonna let you finish but there are too many good games out right now so something has to give. And unfortunately, big robot mech game, that’s you for now.
I’m definitely wondering if I should pick armored core up myself considering Starfield is coming soon, there’s just a lot of games coming out back to back.
Starfield, Baldurs Gate 3, Payday 3, Lies of P, Bomb Rush Cyberfunk, Harvest Moon, and a few others that other people are probably hyped for (Madden, ETC)
Its wild to me how they can go through all these extra compute steps to generate an extra frame and that’s some how more efficient that generating one normally.
It’s probably not that much faster than or efficient than traditional rasterization, but ray-tracing gets exponentially more expensive to absolutely completely fill in the scene. For the RT scenario it actually does make sense. Even rendering out frames and animations in blender you don’t let the renderer go on forever. At some point it’s more effective to let it stop and denoise it. The earlier you can get away with doing that the better.
There’s a few games I missed out on over the years, due to a long period where I had neither a console nor a GPU. HL is one of them… I’ve tried checking out some older games now I have a GPU but struggled to get into them due to the graphics.
So I’ll 100% be getting stuck into this when it’s out! Big thanks to the team taking on this task.
I find I can’t get into them if I physically play them on PC. One look and I get the “potato graphics” feeling and start increasing AA, texture packs, etc. Now if I stream it to my TV or phone, it’s like “oh okay this is normal for this thing” and it tricks my brain to not caring.
They sort of announced HL3 in the post credit scene on HLAlyx, but of course we’ve been promised HL3 before so even if we get it it’ll be another 10 years probably. Alyx was so incredibly good though.
Alyx is a prequel to HL2, so it can't be part of the episodic release. There were some cliffnotes a previous lead storyboarder had released on the loose plot of HL3 some years ago. It ended with Gman retiring freeman and employing Alyx if I recall correctly.
Yes and spoilers (since I don’t know how to cover a comment)
The post credit scene of Alyx shows you as Gordan at the end of HL2E2. Only Gman has now taken Alyx and you as Gordon are being handed Gordon’s crowbar and are told “come on Gordon, we have work to do”
Ray tracing is about implementing light and representing its behavior. Because reflections are, of course, a huge part of that it gets a lot of attention. Ray traced reflections allow things that aren’t otherwise on screen to be reflected without resorting to other clever tricks.
But other ray traced features implement light in (my opinion) more interesting ways. Global illumination, ambient occlusion, and shadows can all be implemented via RT and because they’re not limited by screen space information can be more accurate and, thus, impressive.
Light and objects in the world look like they belong and just look “right”. The way a sliver of sunlight can subtly light a room or the way an object appears grounded with accurate shadows can make non-RT lighting look wrong.
Can you share any examples? I have yet to see an rtx enabled game that was unusually shiny. Most non RTX game already tend to have way too much specular reflection but the few RTX games I’ve seen were way better with that.
Have you had a look at the RTX trailers of games? Most just show of how great the reflections are and barely anything else. It’s like " Look! We’ve got RTX now! See that puddle? Now you see yourself in there! That’s why we added more puddles!"
I partially disagree, GI is easy to do most of the time with baked lighting, but reflections (especially more diffuse reflections) are hard unless you have very simple environments or tons of gpu resources to spend on rendering alternate camera angles. Even the more modern rasterized reflection techniques such as parallax corrected cubemaps or screen space reflections break easily if you look at them wrong. Raytraced global illumination and soft shadows are still great though, but are more easy to get around with regular rendering in most games where the environments are very static.
This could totally get me to finally get going and build a new gaming rig.
I wish the team luck. I’m sure it’s not am easy task, looking at other, similar projects like Black Mesa, but the demo is stunning. Would love to see what Ravenholm looks like…
Don’t worry, even with a beefy config it doesn’t run very well (talking i9 10th gen, 32gb ddr4 and 3080RTX) so I doubt even half life 2 will run decently.
Ok? It doesn’t have RTX though, so of course it’s gonna run fine. It’s source engine after all.
They were saying it would run badly if BM had RTX like Portal RTX, because Portal RTX is already very demanding.
The cool thing about pathtracing is it doesn’t really matter how complex a scene is. The bad thing about pathtracing is it doesn’t really matter how complex a scene is.
If your card can’t run remixed HL2, it also won’t be able to do HL1
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