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Fordítási probléma jelentése
The real (REAL) issue is how do you GEL the RTX with the existing lighting.
You see with games without Global Illumination, ray tracing is a massive step up.
But when you see the Marty Mcfly Screen Space shader, it falls flat in "source" because, valve did a good job implementing an approximation of Global Illumination. The textures were already prepped for "bounced" light at the map-bake level (hopefully).
So the Screen-space can only "fix" maps where the lightmaps are super-low resolution otherwise you litterally can't tell when the mcfly shaders are turned on or off in the source engine games, because they already ♥♥♥♥♥ bounced lighting.
The only "big" change would be the more "exact" shadowing of the props and characters at run-time, and directional ambient occlusion.
But again there are lots of little "hacks" where valve ♥♥♥♥♥ ambient by baking it into props textures when modelling. You'll see ambient occlusion "shadows" in the corners of say the lockers even if those same lockers don't project fuzzy shadows on the wall behind them in HL2, but they would in OrangeBox>Portal2>CS:GO if the props were classed as static props and are part of the lightmap bake, (but then you couldn't move them with the gravity gun.) There are lots of instances in "update", where the static props adds lots of validity to the lighting of the scene.
Which the Counter-Strike version of the engine is several steps up from HL2 in that respect with Cascading Shadow Maps for "sun-light", and better lightmaps, and it probably runs better than a full Ray Traced solution.
but it's still a dream and it would be super interesting to see comparison between actual ray trace, screen space, and native source Global Illumination, vanilla HL2 and CSGO:HL2
Or not...lol
Goldsrc isn't open source, Filip Vector also has access to CSGO's engine branch, which is how he is able to port HL2 to it. Real time raytracing is also *very* costly and would indeed require a massive rework of the engine to support it. It would most likely look terrible as Half-Life 2 and it's episodes were based around the limitations of source 1's baked lighting
Raytraced HL is already in the works:
https://www.youtube.com/watch?v=SsteDE8h6jc
And I've just found raytraced Doom Classic (same author that makes that HL RT)
https://www.youtube.com/watch?v=i2Ld9YNUWls
Download from https://github.com/sultim-t/prboom-plus-rt/releases
The least you would expect from such a name would be an HL2 with the graphics quality of the last Source 1 games. Games like Portal 2, Black Mesa, etc. #3.
But instead, it's more like an update to HL2: Update. Which begs the question, what's taking so long in the first place? Other mod projects with larger scope have already been announced and released during this time.
#1 https://www.youtube.com/watch?v=K8NdSXiZbQI
#2 https://www.youtube.com/watch?v=iou5akAQ0Ro
#3 https://www.youtube.com/watch?v=fUhdPgRc35s
Of course, I'm just a dumb gay boy from a third world country so what do I know? But those are my 2 cents.