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water reflections without ray tracing

1,814,175 views • 3 months ago •via X (Twitter)

38 Comments

YourMaster 🍀💚🍻's profile picture
YourMaster 🍀💚🍻3 months ago

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

GermanStrands's profile picture
GermanStrands3 months ago

enough said! timeless for sure...

Priapismos's profile picture
Priapismos3 months ago

Animated textures combined with basic engine tricks

GermanStrands's profile picture
GermanStrands3 months ago

still peak imo :)

Priapismos's profile picture
Priapismos3 months ago

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

Sam Strajack's profile picture
Sam Strajack3 months ago

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

Kristian & Marie's profile picture
Kristian & Marie3 months ago

We need Half-Life 3

GermanStrands's profile picture
GermanStrands3 months ago

I NEED THIS GAME SO MUCH

Theoc Fetoh's profile picture
Theoc Fetoh3 months ago

brb wan play hl2 again

GermanStrands's profile picture
GermanStrands3 months ago

haha I can feel that... timeless masterpiece imo

DXU24 👽 Surreal 98's profile picture
DXU24 👽 Surreal 983 months ago

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.

PunchMan's profile picture
PunchMan3 months ago

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

Steve's profile picture
Steve3 months ago

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.

Muscle_Nerd's profile picture
Muscle_Nerd3 months ago

Oh yes, look at Fatekeeper

MarloPainter's profile picture
MarloPainter3 months ago

0 water reflections. It's baked in.

0p3nS0UrC3L1F3's profile picture
0p3nS0UrC3L1F33 months ago

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.

Dark Protagonist 🎮's profile picture
Dark Protagonist 🎮3 months ago

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

NerdZap's profile picture
NerdZap3 months ago

One of the greatest games ever made 💙

Kyezoar's profile picture
Kyezoar3 months ago

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

Nick Reineke's profile picture
Nick Reineke3 months ago

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.

Auto. @ Serendipity/AX's profile picture
Auto. @ Serendipity/AX3 months ago

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

Adam Reid's profile picture
Adam Reid3 months ago

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.

Silly Ivan (aka John)'s profile picture
Silly Ivan (aka John)3 months ago

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

Adam Kiraly's profile picture
Adam Kiraly3 months ago

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

Kiaran Ritchie's profile picture
Kiaran Ritchie3 months ago

Just don't look down.

Rory Grimshaw's profile picture
Rory Grimshaw3 months ago

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.

Chaos_Mayhem's profile picture
Chaos_Mayhem3 months ago

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

Bobby's profile picture
Bobby3 months ago

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

Kmalo's profile picture
Kmalo3 months ago

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

Jasmin Zejnic's profile picture
Jasmin Zejnic3 months ago

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".

Gilgamesh's profile picture
Gilgamesh3 months ago

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.

EldenDog's profile picture
EldenDog3 months ago

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.

Brandon Williams's profile picture
Brandon Williams3 months ago

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.

Young Pete Mitchell's profile picture
Young Pete Mitchell3 months ago

Watching the original Source tech demo was incredible.

Nathan's profile picture
Nathan3 months ago

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.) 😠 😋

Al ex's profile picture
Al ex3 months ago

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

Matthew Haddad's profile picture
Matthew Haddad3 months ago

planar reflections are an old technique.

Reactive Barrier's profile picture
Reactive Barrier3 months ago

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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