HL2/Source, and Radiosity Normal Mapping

demalion

Veteran
A PDF discussing Source's use of Direct3D indicates this is the focus feature of the engine, as well as discussing some other details.

Besides the focus on that, some things sparked some thoughts:
  • "Managing shader permutations", which brought PS 3.0 to mind initially. HL 2 might facilitate showing benefit for the NV40 flow control capabilities, if its shader throughput can keep up. Longest current shader length is about "43 ALU ops" ("7 texture fetches" mentioned with that)...but it isn't clear how often that will be approached.
  • The perspective of normal mapping as a "reusable" high frequency detail alternative to geometry detail struck me as interesting.
  • I think Valve should consider offset mapping for their flat surfaces. :p
 
I think they should consider stop adding new features (offset) and ship the damn game. :) Ship a patch later like they did with HL which increased textures and models. I love offset mapping, but I'd love even more to have the game in my hands without it.

If they decided to renovate the games effects, that's fine, but atleast tell people that you decided to take another year to polish the game. The silence is deafening.
 
Given the quality of Farcry , I think the bar has been raised and I sense later rather than sooner for HL2 ad D3.
 
DemoCoder said:
I think they should consider stop adding new features (offset) and ship the damn game. :) Ship a patch later like they did with HL which increased textures and models. I love offset mapping, but I'd love even more to have the game in my hands without it.

Patch? Are you referring to the "patch" that shipped along with HL: Blue Shift?

If they decided to renovate the games effects, that's fine, but atleast tell people that you decided to take another year to polish the game. The silence is deafening.

Agree.
 
It only works with static lighting because of cause the radiosity calculation are done before hand.

Many of valves PS_2_0 shaders are the same they use #IF_DEF s or whatever to generate seperate shaders for different effects options IE bump mapping enviroment maps ect ect. Unfortunatly because of the PS_2_0 and the decision not to have multi-pass shaders they can't always use all the effects or they run over the instruction/texture fetchs limit. This is where PS_2_A and PS_2_B might come in handy certianly ps_3_0 would be nice here.

Radiosity on non static elements appears to be generated by making a cube map where the model and then apply it to the model of course this doesn't alter the rest of the world's radiosity values or allow for inter-reflection between surfaces of the models. I'm guessing epic might be looking at a system very similar to this but using spherical harmonics on the world per vertex.
 
indio said:
Given the quality of Farcry , I think the bar has been raised and I sense later rather than sooner for HL2 ad D3.
STALKER will push the limits even further and very likely ship before either of the "heavyweights".
 
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