Half Life 2 - Lost Coast HDR Explained 63
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."
Can't Wait (Score:2)
Re:Can't Wait (Score:2, Insightful)
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, complaini
Re:Can't Wait (Score:1)
Re:Can't Wait (Score:2)
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 the
Re:Can't Wait (Score:1)
Re:Can't Wait (Score:1, Insightful)
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 =)
Wow! The ability to change contrast! (Score:2, Funny)
-Eric
Re:Wow! The ability to change contrast! (Score:2)
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
Not just HDR (Score:3, Funny)
Graphics not an issue (Score:2)
Re:Graphics not an issue (Score:2)
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 ma
Re:Graphics not an issue (Score:2)
The NEW TF2 was delayed so that Valve could develop the Source engine.
Re:Graphics not an issue (Score:1)
Re:Graphics not an issue (Score:2)
http://www.splashdamage.com/images/image_01.jpg [splashdamage.com]
Re:Graphics not an issue (Score:2, Funny)
In other words, with HL2's gameplay is no worse than it's graphics.
Have you even played Doom 3!?
Re:Graphics not an issue (Score:2, Insightful)
Re:Graphics not an issue (Score:2)
Re:Graphics not an issue (Score:1)
Here's hoping for Aftermath to rectify this.
Re:Graphics not an issue (Score:1)
Re:Graphics not an issue (Score:2)
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.
Re:Graphics not an issue (Score:1)
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 w
Laff-Hife for sure (Score:2, Interesting)
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
Wasn't that NOT the point of HL1? (Score:2)
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 throu
Re:Wasn't that NOT the point of HL1? (Score:1)
Re:Laff-Hife for sure (Score:2)
I'll bite... (Score:1)
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 lighti
2005 (Score:4, Funny)
Re:2005 (Score:3, Funny)
physics (Score:1)
HDR HL2 Renderings (Score:4, Interesting)
You can see them here [facepunchstudios.com]
Re:HDR HL2 Renderings (Score:1)
The technique is certainly possible [daionet.gr.jp] to do in realtime. Perhaps we'll see something like garry's mod [garry.tv] incorporating it soon?
Re:HDR HL2 Renderings (Score:2)
Re:HDR HL2 Renderings (Score:1)
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.
Re:HDR HL2 Renderings (Score:1)
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 [usc.edu]) 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 ra
Re:HDR HL2 Renderings (Score:1)
It doesn't, that I know of, impact the appearance of any dynamic entities in the level, with the exception of (indirectly) those th
Re:How? (Score:2)
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 anothe
Re:How? (Score:1)
Re:How? (Score:2)
Re:How? (Score:2, Informative)
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 i
That's all very nice... (Score:2)
Pity. The first episode of Half-Life rocked big time.
Re:That's all very nice... (Score:2)
I stand corrected (Score:2)
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 [arstechnica.com]:
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.
Re:I stand corrected (Score:2)
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
Re:I stand corrected (Score:1)
Re:I stand corrected (Score:2)
Still waiting.
No spoilers please!
Re:That's all very nice... (Score:1)
Yes, it is annoying, but so too are most copy protection systems - and i'd certainly take cranky steam over horrendous starforce any day!
Re:That's all very nice... (Score:1)
HDR means floating point (Score:3, Informative)
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
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.
Re:HDR means floating point (Score:1)
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.
Re:What's the big deal? (Score:1)
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).
I can't stand pitch black games. (Score:1)
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).
Pardon my ignorance here, please (Score:2)
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 t
Re:Pardon my ignorance here, please (Score:1)
There's a demo here [delphi3d.net]
Proper HDR is easy to emulate using integer textures, the DirectX sdk even comes with some demos.