noko said:hmmm , no one listed Source, steam/valve gizmo's .
Umm
Maybe out of context, but there are id, Valve, Croteam, Lithtech...
Steam is a content delivery system, not an engine. There's a big difference.
noko said:hmmm , no one listed Source, steam/valve gizmo's .
Maybe out of context, but there are id, Valve, Croteam, Lithtech...
Yeah, that roll is appropriate considering there's already a Source-licensed game on the market, while there are (AFAIK) no D3 or FC licensees on the shelves.hovz said:gee i wonder whynoko said:hmmm , no one listed Source, steam/valve gizmo's .
He said "Source".ANova said:noko said:hmmm , no one listed Source, steam/valve gizmo's .
Umm
Maybe out of context, but there are id, Valve, Croteam, Lithtech...
Steam is a content delivery system, not an engine. There's a big difference.
Pete said:Yeah, that roll is appropriate considering there's already a Source-licensed game on the market, while there are (AFAIK) no D3 or FC licensees on the shelves.hovz said:gee i wonder whynoko said:hmmm , no one listed Source, steam/valve gizmo's .
Wait, where's the sarcasm avatar?
Reverend said:He said "Source".ANova said:noko said:hmmm , no one listed Source, steam/valve gizmo's .
Umm
Maybe out of context, but there are id, Valve, Croteam, Lithtech...
Steam is a content delivery system, not an engine. There's a big difference.
Not that I know whether it's for licensing or not...
Well Source is, quite frankly, very outdated. It's about Quake level technology with a few bells and whistles.
Instancing, like geometry instancing?Ostsol said:Hmm. . . Let's see. There's instancing and I've heard people mention that the dynamic shadows in HL2 are a kinda buggy. That's it, AFAIK. . .
Ostsol said:Hmm. . . Let's see. There's instancing and I've heard people mention that the dynamic shadows in HL2 are a kinda buggy. That's it, AFAIK. . .
Albuquerque said:Instancing, like geometry instancing?
r_geominstancing=1 in FarCry's console turns it on, in fact it's on by default on any card that supports it on the 1.3 patch. Dynamic shadows are quite available in FarCry too.
Hmm. . . A little wording issue. I was talking about what Source was currently lacking in comparison to FarCry.hovz said:
i wasnt aware source supported instancing.
Ostsol said:Albuquerque said:Instancing, like geometry instancing?
r_geominstancing=1 in FarCry's console turns it on, in fact it's on by default on any card that supports it on the 1.3 patch. Dynamic shadows are quite available in FarCry too.Hmm. . . A little wording issue. I was talking about what Source was currently lacking in comparison to FarCry.hovz said:
i wasnt aware source supported instancing.
By all means, make a list.hovz said:oh, my mistake, ur forgetting a lot of other things tho
Ostsol said:By all means, make a list.hovz said:oh, my mistake, ur forgetting a lot of other things tho
I guess SM3.0 support would be one, though with instancing that was patched in some time post-release.
Renderer
- Version 2.0 (and below) shaders, bump mapping, LOD on models and world
- Author shaders with HLSL
- Cube and environment mapping
- Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc.
- High-Dynamic Range lighting
- Water with refraction and fresnel effects
- Advanced particle system that can emit sprites or models
- Projected shadows allow for a large number of characters per scene
- Occluder entities for visibility blocking
- Indoor/Outdoor environments
. Deformable terrain
. 3D skyboxes extend the horizon and add parallax on distant objects
. Dynamically rendered organics (grass, trees etc)
- Subdivision surfaces, diffuse & specular bump maps
- Real-time radiosity lighting
- Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
Programming
- All code written in C/C++ using Visual Studio 6.0. Easily and quickly derive new entities from existing base classes.
- Internal context sensitive performance monitoring system
- Graphics performance measurement tools built into the engine
- Modular code design (via DLL’s) allows swapping out of core components for easy upgrading or code replacement
- Dx9 shaders all written in HLSL
ANova said:Source currently lacks Geometry instancing because HL2 has very little need for it. It could be easily added though, which I'm sure they will do eventually just like they did with Far Cry. Currently Valve is in the process of implementing a patch to add fully dynamic HDR lighting, rather then the current static form.
As for the rest of it's abilities.
Code:Renderer - Version 2.0 (and below) shaders, bump mapping, LOD on models and world - Author shaders with HLSL - Cube and environment mapping - Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc. - High-Dynamic Range lighting - Water with refraction and fresnel effects - Advanced particle system that can emit sprites or models - Projected shadows allow for a large number of characters per scene - Occluder entities for visibility blocking - Indoor/Outdoor environments . Deformable terrain . 3D skyboxes extend the horizon and add parallax on distant objects . Dynamically rendered organics (grass, trees etc) - Subdivision surfaces, diffuse & specular bump maps - Real-time radiosity lighting - Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain Programming - All code written in C/C++ using Visual Studio 6.0. Easily and quickly derive new entities from existing base classes. - Internal context sensitive performance monitoring system - Graphics performance measurement tools built into the engine - Modular code design (via DLL’s) allows swapping out of core components for easy upgrading or code replacement - Dx9 shaders all written in HLSL
Given that it's a modern engine and doesn't have to worry about the same things as Doom 3, I expect that it handles it quite well. Even Unreal Engine 2.0 should have no problem with extreme polygon counts.while not really an engine feature, id like to see how source handles the extreme polycounts you sometiems see in cryengine.
Ostsol said:HDR lighting(not bloom) -- Reported as coming in a patch.
realtime shadowing support -- Reported as a bit glitchy in HL2, but it's apparently there.
per pixel lighting -- Has it. There may be alot of static lightmaps, but that's all that's needed for static lighting on static surfaces. Dynamic lights are all handled in realtime on a per-pixel basis.
3.0 shaders -- True, doesn't have it.
Given that it's a modern engine and doesn't have to worry about the same things as Doom 3, I expect that it handles it quite well. Even Unreal Engine 2.0 should have no problem with extreme polygon counts.while not really an engine feature, id like to see how source handles the extreme polycounts you sometiems see in cryengine.
Anyway, here's some things that come to mind that Source supports that CryEngine doesn't:
Radiosity lightmaps
Ambienty lighting based on radiosity data
Cube-map specular
hovz said:and which of those doesnt cryengine support?
what is this national ignorance day?
i dont care what they add in the future, the point is source DOES NOT SUPPORT GI. its aging technology with semi high res textures. the ones in unreal 2k4 still look much better. actually the more visually pleasing ut2k4 maps look better than anything in half life 2.
when i meant realtime, i meant affected by light. not just a movign shadow that remains the same regardless of light sources.
oh and source uses vertex lightign according to its released specs, not per pixel.
oh its funny that valve claims source supports 'realtime radiosity'.
yea they announced hdr, but lots of games claim hdr and its rl yjust bloom. i will eat my physics book if source ever supports real hdr in the next 2 years.
Hmm. . . Looks like it based on a single directional light. Odd. . .hovz said:when i meant realtime, i meant affected by light. not just a movign shadow that remains the same regardless of light sources.
The lights are accumulated in the vertex shader for dynamic objects, but normal-mapping isn't exactly possible in pure vertex-lighting. As such, there is per-pixel lighting for both static and dynamic objects -- certainly where dynamic lights are involved.oh and source uses vertex lightign according to its released specs, not per pixel.
Bloom can be done with HDR. HDR isn't a requirement, of course, but bloom is probably the most common effect.yea they announced hdr, but lots of games claim hdr and its rl yjust bloom. i will eat my physics book if source ever supports real hdr in the next 2 years.
Per-pixel lighting for static lights on static objects is a hideous waste of clock-cycles. Why bother when you can accumulate any amount of lights into a single texture and also account for indirect lighting? It takes a grand total of two instructions to apply a lightmap and at least half a dozen for each dynamic light.who need lightmaps when u can do per pixel lighting. besides "radiosity" lightmaps dont look any better than the light maps in ut2k4.
I'm sure that it probably can, though I wonder just how much work it takes to implement, with the current engine. At least with Source there are existing mechanisms built into the editor and shader generators.im almost positive cryengine supports cube map specular.
Well. . . sorta, though not quite. The raw radiosity data is surely not generated in realtime, but that pre-generated data is processed in real-time for ambient lighting on dynamic objects.oh its funny that valve claims source supports 'realtime radiosity'.
Looking at the recent ATI presentation on PRT, it seems HL2 is doing a basic form of this (limited 'resolution', only six samples used)oh its funny that valve claims source supports 'realtime radiosity'.