I don't know if anyone else notices, but I find them (cubemaps) to be quite obvious (in a not-good way), especially on static props/walls with with flat surfaces.
For example, in HL:S, in the level "Power-up," on the floor of one of the many corridors, there is a puddle of water followed by some houndeyes. (for reference, returning on this path requires the use of boxes to avoid the same water but with New! electrically charged zapping Action!) This puddle, instead of having the Source signature water texture, has a cubemap applied on a simple material.
Oh hell..I attached a screenshot for further clarification.
I will admit cubemaps have there place, and when properly applied, can enhance the image with little or no performance loss. HOWEVER, in a situation like this, they only detract from the scene (I couldn't even tell where the water line was--see attached image).
My posed question is more for discussion than anything: do you guys think that as computers become faster and faster, that cubemaps will diminish in application and eventually cease to exist? Right now, I can see how they are a necessity. HL2's water when on full throttle take LARGE quantities of resources. Adding this reflective quality (along with several rgb filters, some diffusers, and plenty of distortion) on every texture in the scene would be a MASSIVE resource hit.
Personally, I can't wait for the day when all textures react and reflect real-time (a la Source engine water) to everything around them (even getting obscured by props and shadows).
Thoughts?
For example, in HL:S, in the level "Power-up," on the floor of one of the many corridors, there is a puddle of water followed by some houndeyes. (for reference, returning on this path requires the use of boxes to avoid the same water but with New! electrically charged zapping Action!) This puddle, instead of having the Source signature water texture, has a cubemap applied on a simple material.
Oh hell..I attached a screenshot for further clarification.
I will admit cubemaps have there place, and when properly applied, can enhance the image with little or no performance loss. HOWEVER, in a situation like this, they only detract from the scene (I couldn't even tell where the water line was--see attached image).
My posed question is more for discussion than anything: do you guys think that as computers become faster and faster, that cubemaps will diminish in application and eventually cease to exist? Right now, I can see how they are a necessity. HL2's water when on full throttle take LARGE quantities of resources. Adding this reflective quality (along with several rgb filters, some diffusers, and plenty of distortion) on every texture in the scene would be a MASSIVE resource hit.
Personally, I can't wait for the day when all textures react and reflect real-time (a la Source engine water) to everything around them (even getting obscured by props and shadows).
Thoughts?