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water reflections without ray tracing

1,813,531 просмотров • 3 месяцев назад •via X (Twitter)

Комментарии: 38

Фото профиля YourMaster 🍀💚🍻
YourMaster 🍀💚🍻3 месяцев назад

HL2 was a game WAY ahead of it's time.

Фото профиля GermanStrands
GermanStrands3 месяцев назад

enough said! timeless for sure...

Фото профиля Priapismos
Priapismos3 месяцев назад

Animated textures combined with basic engine tricks

Фото профиля GermanStrands
GermanStrands3 месяцев назад

still peak imo :)

Фото профиля Priapismos
Priapismos3 месяцев назад

Its amazing for the time and still holds for the game. But this ina modern game would be a crime 🤣 we can barely have AAA games runing at 60fps with SSR ... this will make the game performance drop to more than half

Фото профиля Sam Strajack
Sam Strajack3 месяцев назад

RTX is such a wild goose chase. Barely a perceivable benefit for cutting performance in half.

Фото профиля Kristian & Marie
Kristian & Marie3 месяцев назад

We need Half-Life 3

Фото профиля GermanStrands
GermanStrands3 месяцев назад

I NEED THIS GAME SO MUCH

Фото профиля Theoc Fetoh
Theoc Fetoh3 месяцев назад

brb wan play hl2 again

Фото профиля GermanStrands
GermanStrands3 месяцев назад

haha I can feel that... timeless masterpiece imo

Фото профиля DXU24 👽 Surreal 98
DXU24 👽 Surreal 983 месяцев назад

You mean water reflections that double the draw call count, require an extra frustum cull pass and CPU orchestration? If you want this in modern games, use UE5 and plop down a planar reflection component for the exact same effect (and cost). This isn't lost tech.

Фото профиля PunchMan
PunchMan3 месяцев назад

Half-Life 2 was so ahead of its time, it's crazy

Фото профиля Steve
Steve3 месяцев назад

The engineering, design, and art direction on HL 2 was next level for ~2004. For the water, they: - Rendered a planar reflection scene at water level a whole extra time, mirrored with careful clipping and occlusions - very tasteful water surface effects for refraction, and fresnel effects - dynamically animated normal maps for waves - Collapsing everything into a highly optimized pixel shader 2.0 - A ton of tweaking It's basically 3 render passes in one shader execution.

Фото профиля Muscle_Nerd
Muscle_Nerd3 месяцев назад

Oh yes, look at Fatekeeper

Фото профиля MarloPainter
MarloPainter3 месяцев назад

0 water reflections. It's baked in.

Фото профиля 0p3nS0UrC3L1F3
0p3nS0UrC3L1F33 месяцев назад

Planar reflections worked well for half-life 2. But the added performance cost ensured that it would only be used sparingly in scenes where there wasn’t a lot of geometry at play.

Фото профиля Dark Protagonist 🎮
Dark Protagonist 🎮3 месяцев назад

This tells you ray tracing is a scam, made to sell expensive GPUs

Фото профиля NerdZap
NerdZap3 месяцев назад

One of the greatest games ever made 💙

Фото профиля Kyezoar
Kyezoar3 месяцев назад

Source water is so fucking good. Cause what do you mean in 2002 in a unfinished, janky version of Source it looks THIS good.

Фото профиля Nick Reineke
Nick Reineke3 месяцев назад

There are many ways to do water reflections. Half-Life 2 did lots of cool things but this is one of the least interesting ones.

Фото профиля Auto. @ Serendipity/AX
Auto. @ Serendipity/AX3 месяцев назад

We’re seeing a game from 2004 that has gotten multiple visual upgrade patches running on modern hardware PCs of that era could not run this smoothly. It’s without RT because it’s doing it the stupid way. Rendering it all twice. Looks pretty, runs horribly. RT is actually faster

Фото профиля Adam Reid
Adam Reid3 месяцев назад

Planar reflections are great, though back in the day very computationally expensive. They took time to implement and compared to path, ray, cube map or screen space reflections, they take more time to create. That’s why you never really see them anymore.

Фото профиля Silly Ivan (aka John)
Silly Ivan (aka John)3 месяцев назад

I just looked it up, and apparently it cheated by placing a camera under the water then mapping what it saw to the planar cubemaps rendered on the water's surface Not as efficient as screenspace reflections since it rendered the world twice, but at least it's physically accurate

Фото профиля Adam Kiraly
Adam Kiraly3 месяцев назад

This is even more brute force, they are rendering the scene twice. It can still be done but it is incredibly expensive with how complex shaders and meshes gotten

Фото профиля Kiaran Ritchie
Kiaran Ritchie3 месяцев назад

Just don't look down.

Фото профиля Rory Grimshaw
Rory Grimshaw3 месяцев назад

Look down and obscure everything in screen space and they'll all disappear. Ray tracing adds so much to a scene. Not to mention it's an order of magnitude faster than rasterised lighting. If you want faster to build more dynamic worlds back ray tracing.

Фото профиля Chaos_Mayhem
Chaos_Mayhem3 месяцев назад

Simple SSR we got those in Pokemon too, definitely not as accurate 😂🤣

Фото профиля Bobby
Bobby3 месяцев назад

Don’t really know why more games don’t do this with how high poly budgets are these days

Фото профиля Kmalo
Kmalo3 месяцев назад

It makes me sad that we'll likely never see 3.

Фото профиля Jasmin Zejnic
Jasmin Zejnic3 месяцев назад

It renders world 2 times. Second time upside down and uses for reflections. But in this day an age, thats expensive. The only way to go back and have better performance is to have static weather and baked shadows. But players will say: "Man this is lame. Sun doesnt move".

Фото профиля Gilgamesh
Gilgamesh3 месяцев назад

This is called "planar reflections." They're basically just rendered copies of the world. They look good but they double the work for rendering everything in the reflection. Planar reflections work only on flat surfaces. Pretty fancy for 2004, but it doesn't replace raytracing.

Фото профиля EldenDog
EldenDog3 месяцев назад

Yes we are aware of screen space reflections and their limitations. Quantum Break has terrible reflections on shiney materials that look horrible with SSR. Compare that to Controls excellent RT reflections.

Фото профиля Brandon Williams
Brandon Williams3 месяцев назад

to have water reflections like this now its required you to have a 1500$ gpu or above, raytracing is ruining gaming, its been apart of the gaming industry for 10 years i think devs should realize its not working.

Фото профиля Young Pete Mitchell
Young Pete Mitchell3 месяцев назад

Watching the original Source tech demo was incredible.

Фото профиля Nathan
Nathan3 месяцев назад

My gods Half Life 2 was awesome. 🤔 (Seriously considering playing it again.. Would consider it more seriously if they'd bothered to finish the damned series.) 😠 😋

Фото профиля Al ex
Al ex3 месяцев назад

Crazy, right? And it gets even better when you look at the system requirements.

Фото профиля Matthew Haddad
Matthew Haddad3 месяцев назад

planar reflections are an old technique.

Фото профиля Reactive Barrier
Reactive Barrier3 месяцев назад

i love how half-life 2 achieves realism without a ton of detail, like one of those paintings that clearly looks like a painting from up close, but when you step back it almost looks like a real photograph

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