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#1 |
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Member
Join Date: Nov 2004
Location: at work
Posts: 91
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I only have a board which supports DX8.1. (GF4 4200TI 64meg)
Is there that much difference to 8 and 9..in terms of Half Life 2
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One day I will wake up and my PC will fith the requirements-untill that day.... |
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#2 |
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Junior Member
Join Date: Apr 2005
Location: Somewhere Else
Posts: 91
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A hell of a lot.
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Something Else |
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#3 |
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Red-headed step child
Join Date: Jun 2004
Location: Guess ;)
Posts: 3,084
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Is there really? I'm thinking the water may look less realistic, and there are a few glass shaders that probably aren't nearly so elaborate in the DX8 rendering path. However, HL2 really isn't that shader intensive... Most of the "look" of HL2 is accomplished by lightmaps and very high quality textures.
I'm sure you're missing some of the "uber" features, but nothing that could be considered showstopping -- in my opinion anyway. |
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#4 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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#5 |
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Member
Join Date: Apr 2004
Location: England
Posts: 333
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I noticed some difference when switching between dx9 and 8 code path.
HL2 actually uses normal maps on alot, if not all, the character models and a fair amount of the scenery. The quality of these seems to be degraded when switching to DX8. |
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#6 |
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Red-headed step child
Join Date: Jun 2004
Location: Guess ;)
Posts: 3,084
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From that IGN article, I was almost dead on -- you lose about 10% of the water's coolness factor, harder-edged dynamic shadows, a few missing shader transparencies (such as the thick glass shields in some of the combine embattlements) and the lighting is "different".
As for normal maps, I thought HL2 relied on bumpmaps and not normal maps; Doom3 was the champion of normal maps. I can't see much (if any) differences in the screenshots posted regarding "lack of depth". In a few cases, the DX8.1 path was more textured than the 9.0 path due to slight variances in lighting. All in all, it looks like anyone on a DX8.1 card is going to get about 90% of the looks of HL2. |
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#7 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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They`re not using normal maps for characters, and the effect seen on antlions for example is plain bump-mapping. As for the diference, you`ll probably notice it, but it won`t be that huge, IMO
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#8 | |
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Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
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Quote:
The normal-maps in HL2 are much less dramatic than those used in Doom 3. The models' polygon counts are higher in HL2, so the effect is much less obvious. Its use on world geometry would be much more obvious if not for the massive amount of static lighting. In contrast, Doom 3 made a point of having plenty of dynamic lights.
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"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
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#9 |
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Red-headed step child
Join Date: Jun 2004
Location: Guess ;)
Posts: 3,084
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I agree with you in principle Otsol, but bumpmapping is much more within the GPU computing abilities of a DX8-level card than normal mapping would be... At least, last I recall...
In any case, the net result is bumpmapping in HL2 is still supported by DX8 level hardware, which means a GF4 isn't missing out on that either. The DX9-specific features in HL2 really aren't that numerous to make a noteable difference. |
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#10 | |
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Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
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Quote:
Anyways, Doom 3 uses normal-mapping for pretty much all hardware that it supports. HL2 likely does the same. It's definitely possible for all hardware from DX7 and up.
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
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#11 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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Hmm, I may have misworded, but I don`t necessarily identify normal-mapping with bump-mapping-though you could say that normal mapping IS bump-mapping, just like in an extended view offset mapping is al so BM etc.
The difference ( from my standpoint) is that I associate normal-mapping with a much higher poly model from which the normal-map itself is built, while straight BM (again, for me) can be implemented computationally, without the need for a higher poly-model. Considering the above, from my viewpoint, characters in HL2 don`t have normal-mapping applied, they have an acceptable poly-count to somewhat make-up for that and highly detailed facial-textures to maintain the illusion. All of the above is AFAIU and AFAICS
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#12 | |
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Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
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Quote:
Normal mapping is definitely used in HL2. All you have to do is look at ATI's presentation on HL2's rendering to see an example (it's an ant-lion, but there's no reason why normal-mapping would be restricted to certain models).
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"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
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#13 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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So we agree to disagree to some extent
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#14 | |
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Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
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Quote:
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
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#15 | |
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Red-headed step child
Join Date: Jun 2004
Location: Guess ;)
Posts: 3,084
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Quote:
Sorry for the dropped "s" there Ostsol... Duh |
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#16 | |
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yes, i'm drunk
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Quote:
DX8.1 mode in it (actually, in pretty much everything having separate DX8 and DX8.1 paths) uses PS1.4, while GF4Ti supports only up to 1.3.
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I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
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#17 |
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Member
Join Date: Mar 2005
Location: Windham, NH
Posts: 126
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In Half-Life 2, I don't think moving to a DX8 codepath has a significant impact upon IQ.
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#18 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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There are some in-your-face things, like the glossy-shiny look of the 9mm, the way the flashlight works, and water to some extent, but as I said above, nothing show-stopping.
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#19 |
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Member
Join Date: Nov 2002
Location: Waiting for Oblivion
Posts: 782
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I compared all the paths some months back and much preferred the dx 9 path.
In particular, the difference in water was huge, assuming the comparison is with dx9 using the highest quality, reflect all water. Iirc the "reflect all" aspect made a greater difference then just the water shader.
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Athlon XP-M @ 2.36 ghz / Albatron kx18d pro nForce 2 1 gig Geil @ 206 fsb Ati X800 XL |
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#20 |
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Member
Join Date: Apr 2004
Location: England
Posts: 333
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Here's an article explaining the different bump mapping techniques of which normal mapping is one: http://www.delphi3d.net/articles/vie...umpmapping.htm
By the sounds of it, it makes the most sense for HL2 to use normal mapping and I'm pretty sure I have seen normal map textures in hammer. |
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#21 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,845
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Heh if you are really stuck with a DX8 card, well, blow $40-50 on a Radeon 9500PRO on eBay and check out DX9!
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#22 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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Thanks for the link Ragemare.Interesting stuff.
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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