Spiffae
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- May 22, 2003
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(I'll be refering to the Gamespot videos)
There is a lot of argument over whether Doom III or Half Life 2 has the better graphics. Certainly, on this board, HL2 has the day, but the argument is still interesting.
Doom III makes full and obvious use of shaders. Every DirectX 8 shader and effect imaginable is in full display. Bump mapping is used on nearly every object, to extremes. Lighting is all per-pixel, and is completely dynamic. A quick glance at HL2 would make you think that the Source engine is actually not as pretty as the D3 engine, when it comes to effects.
Then you look again. Certainly, HL2 does not have the unified lighting and self-shadowing that Doom does. One point for Doom. Source however, is capable of all the shaders and effects that Doom is...Valve has just used them in a *really* smart way. Let's look at some gameplay touches, and small effects, using DX8 and Source technologies that enhance the realism and quality of the environments, without whacking you over the head with the engine.
Gamespot video 1:
-When the wooden platform that's holding up barrels hits the water, the wood floats, and the barrels sink...getting darker and more distorted as the go deeper.
Gamespot video 2:
-The shadow cast by the bundle of I-Beams as they swing back and forth changes size and shape relative to the light source.
Gamespot video 3:
-In the first scene, the water in the distance is reflective, as water is in the distance. As gordon looks down, the water becomes clearer, until staring nearly straight down, you can see the bottom.
-In the background of the Alyx scene, there are two orange tubes of liquid. They bubble realistically, and distort the room behind them.
-Alyx's neck and collarbone is done with bumpmapping and geometry combined, and is really remarkable.
-The computer screen gordon knocks over is faintly reflecting the room.
Gamespot video 4:
-The small puddles of water in the floor at the very beginning of this scene seem to be made with bumpmapping. They add greatly to the visual quality of the scene.
-The sparks that the cutters make when they hit metal or concrete are the most realistic sparks i've ever seen in a game.
-The enemy who is set on fire causes a realistic glow, emphasizing the brightness of the fire.
-When gordon is shooting at the third combine as he descends that catwalk area (before the hydra) if you freeze the frame as he shoots, it shows the realistic bumpmap on the concrete wall.
Gamespot video 5:
-This one is really quick, but really spectacular. Watch the cobblestone street right as gordon strafes out. The stones themselves are so worn down that they are slightly reflective, reflecting the sunlit buildings in the distance. It's more apparent later.
-Watch for it after they flank the combine barricade. Anywhere the cobblestones are in shadow, they reflect areas in sunlight.
Gamespot video 6:
-This one is really quick, and looks so realistic that i had to watch it a few times to make sure i was seeing what i thought i was seeing. Right at the beginning, gordon walks past a blood stained booth, and down a dark hallway. Look at the wall on the left as he walks down the hallway. The paint, worn smooth with age, picks up a reflection of the light at the end of the hallway. It sounds stupid, but when you see it, you won't believe it. It's a great effect.
Oof, enough for me. I'm too into this game. Anyone want to add any? To me, this is just proof that Valve has been doing exactly what they should have been doing for the past 5 years.
cheers!
There is a lot of argument over whether Doom III or Half Life 2 has the better graphics. Certainly, on this board, HL2 has the day, but the argument is still interesting.
Doom III makes full and obvious use of shaders. Every DirectX 8 shader and effect imaginable is in full display. Bump mapping is used on nearly every object, to extremes. Lighting is all per-pixel, and is completely dynamic. A quick glance at HL2 would make you think that the Source engine is actually not as pretty as the D3 engine, when it comes to effects.
Then you look again. Certainly, HL2 does not have the unified lighting and self-shadowing that Doom does. One point for Doom. Source however, is capable of all the shaders and effects that Doom is...Valve has just used them in a *really* smart way. Let's look at some gameplay touches, and small effects, using DX8 and Source technologies that enhance the realism and quality of the environments, without whacking you over the head with the engine.
Gamespot video 1:
-When the wooden platform that's holding up barrels hits the water, the wood floats, and the barrels sink...getting darker and more distorted as the go deeper.
Gamespot video 2:
-The shadow cast by the bundle of I-Beams as they swing back and forth changes size and shape relative to the light source.
Gamespot video 3:
-In the first scene, the water in the distance is reflective, as water is in the distance. As gordon looks down, the water becomes clearer, until staring nearly straight down, you can see the bottom.
-In the background of the Alyx scene, there are two orange tubes of liquid. They bubble realistically, and distort the room behind them.
-Alyx's neck and collarbone is done with bumpmapping and geometry combined, and is really remarkable.
-The computer screen gordon knocks over is faintly reflecting the room.
Gamespot video 4:
-The small puddles of water in the floor at the very beginning of this scene seem to be made with bumpmapping. They add greatly to the visual quality of the scene.
-The sparks that the cutters make when they hit metal or concrete are the most realistic sparks i've ever seen in a game.
-The enemy who is set on fire causes a realistic glow, emphasizing the brightness of the fire.
-When gordon is shooting at the third combine as he descends that catwalk area (before the hydra) if you freeze the frame as he shoots, it shows the realistic bumpmap on the concrete wall.
Gamespot video 5:
-This one is really quick, but really spectacular. Watch the cobblestone street right as gordon strafes out. The stones themselves are so worn down that they are slightly reflective, reflecting the sunlit buildings in the distance. It's more apparent later.
-Watch for it after they flank the combine barricade. Anywhere the cobblestones are in shadow, they reflect areas in sunlight.
Gamespot video 6:
-This one is really quick, and looks so realistic that i had to watch it a few times to make sure i was seeing what i thought i was seeing. Right at the beginning, gordon walks past a blood stained booth, and down a dark hallway. Look at the wall on the left as he walks down the hallway. The paint, worn smooth with age, picks up a reflection of the light at the end of the hallway. It sounds stupid, but when you see it, you won't believe it. It's a great effect.
Oof, enough for me. I'm too into this game. Anyone want to add any? To me, this is just proof that Valve has been doing exactly what they should have been doing for the past 5 years.
cheers!