Half-Life 2 - Lost Coast Details 69
Eurogamer.com has some more details on the mini-expansion cum tech demo that is "The Lost Coast". The release will be specifically for high-end PCs, and is intended to show off the places that Valve can stretch the Source technology into. From the article: "If you jump out of a dark space into a light area you're going to be blinded. It's going to be really bright until your eyes adjust. It can be used the other way around, too. Hide from a monster in a dark area and it will take a couple of seconds to go from a silhouette to detail..."
wtf... (Score:1, Funny)
Re:wtf... (Score:2)
Re:wtf... (Score:2)
Re:wtf... (Score:1)
Re:wtf... (Score:1)
Re:wtf... (Score:1)
Flashbangs... (Score:2, Interesting)
Re:Flashbangs... (Score:5, Interesting)
Re:Flashbangs... (Score:5, Informative)
Yes. Very different.
I've posted links to it before, but here's a great demonstration of high-dynamic-range lighting [daionet.gr.jp], albeit taken to GPU-bullying extremes.
Basically, lighting in current games has very little range. A seemingly 'dark' room may actually be only slightly dimmer than the bright summer day 'outside'; in the case of lightmaps, it goes from 0 (pitch black) to 255 (as bright as possible). If you've had any experience with photography, you'll know that real life has a much greater range - for example, this [hylobatidae.org] was several thousand times brighter than this [hylobatidae.org].
HDR can give back that variation, with lightmaps (or whatever) done with floating point, for a lighting range of 'well, lots'. Various post-processing effects are possible, such as 'bloom' and true motion-blur (specular highlights don't get turned into grey for each sub-frame) - basically, it's a much more realistic model of how light works.
Because output to the monitor is still 0-255 per channel, it gives the player an 'eye' which automatically adjusts to the ambient brightness. So, if you immediately step from a bright, sunny day into a dark monastery (for example), your eyes will need time to adjust.
Hmm. Someone needs to do a Thief-style game with HDR...
Re:Flashbangs... (Score:2)
Heh, I recognise the statue in the first photo - I have lunch in that park with friends most days when it's that sunny :-)
Re:Flashbangs... (Score:2)
Heh. I used to walk underneath the arch on the way to (and from) work, so I've seen it in a rather wide range of different weather conditions. Usually damp; it is Belgium after all.
(And I still reckon City 17 was partially inspired by Brussels [hylobatidae.org], and guess who went on a Grand Texture Expedition before HL2 was announced...)
Re:Flashbangs... (Score:2, Interesting)
More details: here [extremetech.com]
Re:Flashbangs... (Score:2)
I'm not entirely sure where you're going to get those magical extra bits of additional brightness on a conventional CRT - unless it's a Special HDR Display (tm) with Hyper-Eye-Piercing-O-Matic-Brightness (R) you'll effectively just be splitting that 0-255 range into further sub-levels.
Which would be nice, but a 24-bit output is probably good e
Re:Flashbangs... (Score:1)
Given that I'm currently on an all-white background screen and it really isn't that bright, I think that means that they just did such a good job on faking the eye effects in those screenshots that my brain was fooled.
Re:Flashbangs... (Score:2)
with this thing.. if you're in a bright spot it's harder for you to see into the shadows. dynamic range or something is what they call the tech.
but it's mostly hot steam if it doesn't come into play in gameplay(and in gameplay so that you'd rather keep the details high than low to see everywhere).
they make it sound as if hl2 would have been a better game if it would have had better graphics.. bzz wrong. the graphics were excellent, choice in how to get forward didn't exist. that, not th
So where are the screen shots? (Score:4, Insightful)
So what do I call an article that raves about something that I can only actually see if I pay money? An advertisement.
How about we start labeling this fluff for what it is?
Re:So where are the screen shots? (Score:3, Interesting)
All for free.
Re:So where are the screen shots? (Score:5, Informative)
Fly to the UK, walk into the bookstore, grab a copy of UK PC Gamer, look at the screenshots, put it back on the shelf, and walk out.
Re:So where are the screen shots? (Score:1)
Re:So where are the screen shots? (Score:1, Funny)
Or you're not planning on flying back ? ;)
Re:So where are the screen shots? (Score:2)
It looks VERY nice btw.
Re:So where are the screen shots? (Score:3, Informative)
http://www.neotokyohq.com/ [neotokyohq.com]
Re:So where are the screen shots? (Score:5, Informative)
Re:So where are the screen shots? (Score:1, Informative)
Re:So where are the screen shots? (Score:2)
Its called "copyRIGHT law" The screenies were described, and the product is not even available, and it did say that they would probably be made public soon.
Re:So where are the screen shots? (Score:2)
it's an advertisement for an advertisement.
and really.. you would only see this effect if it was a video.
Concept Sketches (Score:4, Informative)
High-End PCs (Score:4, Interesting)
Great! I look forward to playing this in 5 years when the components become affordable. That is if Steam is still running...
Re:High-End PCs (Score:2)
Re:High-End PCs (Score:2)
Meanwhile, if Halflife is any indication, HL2 will still be going strong in 5 years.
If I wanted to be blind while playing a game... (Score:1, Troll)
Hopefully Valve will make this concept work for the game, rather than the game work for the concept, which is what id was guilty of.
Re:If I wanted to be blind while playing a game... (Score:2)
Doom 3 doesn't actually do this, it just does dynamic shadows, AFAIK. But everything's so dark that you'd barely notice HDR.
Anyhow, they already HAVE the game. It's called Half-Life 2. Whatever they do with the concept, I doubt that they will ruin a game that they already have.
Interesting... (Score:4, Interesting)
Imagine having to dive from a brightly lit room into a dark room quickly (in order to not get shot when you are in the door), then having to wait for a while to let your eyes adjust, then flipping a light switch and watching the bad guys shoot out the lights....
Re:Interesting... (Score:1)
What concerns me in terms of gameplay is that rather than design compelling content, we'll see a bunch of levels where the UV level changes eratically, making it difficult to see what's going on. Such a thing will make the game difficult to play, but not necessarily make the game entertaining or intriguing.
Re:Interesting... (Score:1)
Re:Interesting... (Score:1)
"I'd like to see a FPS incorporate light discipline and sound bondage"
Are they trying for realism? (Score:3, Interesting)
It seems to me that in real life, it's not the ambient light where your are that causes your eyes to react, but how bright what you're looking at is. Why should it make any difference that you've moved from/to a dark/well-lit area if you're still looking at the same object that is still illuminated the same way?
Re:Are they trying for realism? (Score:1)
Re:Are they trying for realism? (Score:2, Funny)
Wow. Tough school.
Re:Are they trying for realism? (Score:1)
The ambient light does have an effect - ever looked at the stars for a long time, out away from the lights of cities? What you're looking directly at has more colour, but isn't as bright. Colour is percieved by whatever part of your eye sees what's right in front of you, intensity is noticed in your peripheral vision.
Wow... (Score:1)
Seriously, I'm assuming this is going to be cooler than the description.
What they described was just adjusting a global gamma based on some simple relation with a running average of light levels.
Re:Wow... (Score:1, Redundant)
Re:Wow... (Score:1, Informative)
Re:Wow... (Score:2)
It's just one of those things you have to see in action...
Doom 3 Flashlight (Score:1, Funny)
I can't shoot them since I've got my flashlight out, but at least I can blind them!
Oh wait, it only worked for a couple seconds, munch.
Depends. (Score:2)
If they were blind, they wouldn't have a chance.
Of course, I'd rather build the flashlight into my chainsaw. They can't see me until the blade hits their eyeball!
Sounds great... (Score:1, Redundant)
HDR's been done (Score:2, Informative)
Flare... (Score:1)
Everquest (Score:2, Interesting)
Striving for realism, huh? (Score:1)
Counterstike File Information (Score:1)
alternatives? (Score:2)
Strategies (Score:3, Interesting)
How about having a level wherein a realistic sun moves over time (as it gets towards night). Shadows will move, causing good sniping spots to come and go. On a bright day, you might even want to sit in a corner right near the sun, so anyone looking towards you will be blinded as you snipe em.
A new function key could be added as well. How about closing your eyes so that you don't get blinded, or perhaps so that you can adjust for an upcoming dark room. Maybe a "shades" item might come in handy.
A lot of real-life tactical situations can evolve around light and shadows, so they would definately add a lot to FPS games, and perhaps even other genres such as RTS (moving in for the kill when the sun is positioned so that you have shadow from a mountain, etc)