Black Mesa
Jérémy 2021년 9월 23일 오전 7시 52분
TAA and fixed shadows needed
I really think temporal anti aliasing should be added to put an end to remaining aliasing.

Concerning the casted shadows from flashlight, they are subject to lag, updates occurs several frames after the light is moved. And the quality of the shadows is not as robust as the shadows from Left 4 Dead 2. Just put the shadows from left 4 dead 2, it will be much better.
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AlexTECPlayz 2021년 9월 23일 오전 8시 00분 
the Source engine does not support Temporal Anti-Aliasing, and the shadows can't be really tweaked much more than they currently are since the engine is being pushed to its limits.
Jérémy 2021년 10월 5일 오전 8시 41분 
Shadows can be better since Left4Dead2 shadows are better and it's based on the same engine. Concerning Temporal AA, I'm sure it can be added the same way so much new features have been added to the source Engine by Black Mesa team. Temporal AA is post processing, so are shaders like god rays and so on. There must be a way to add it.
AlexTECPlayz 2021년 10월 5일 오전 10시 40분 
Jérémy님이 먼저 게시:
Shadows can be better since Left4Dead2 shadows are better and it's based on the same engine. Concerning Temporal AA, I'm sure it can be added the same way so much new features have been added to the source Engine by Black Mesa team. Temporal AA is post processing, so are shaders like god rays and so on. There must be a way to add it.
The shadows can be better, but the engine will likely not handle them, considering it's being pushed as hard as it can be pushed. TAA can obviously be implemented, but then again, not sure if the engine will handle it.
cryprotree 2021년 10월 6일 오전 4시 12분 
AlexTECPlayz님이 먼저 게시:
the engine is being pushed to its limits
This is something that is only partially true, as if the developers have access to source code they can rewrite parts of the engine, such as they did with the new deferred renderer to achieve dynamic lighting.
What needs to be changed is the balance of loads, so the engine wouldn't utilize 80% of CPU and only 10% of GPU resources. The ideal solution would be changing the engine to run on DirectX 11 rendering, which some other Source games such as Apex or Vindictus have done in order to improve their performance.
Once again, this is something that would consume time and resources but it could be absolutely worth it if the devs consider utilizing their modified engine in their next projects.
Noru21 2021년 10월 6일 오전 4시 36분 
cryprotree님이 먼저 게시:
AlexTECPlayz님이 먼저 게시:
the engine is being pushed to its limits
This is something that is only partially true, as if the developers have access to source code they can rewrite parts of the engine, such as they did with the new deferred renderer to achieve dynamic lighting.
What needs to be changed is the balance of loads, so the engine wouldn't utilize 80% of CPU and only 10% of GPU resources. The ideal solution would be changing the engine to run on DirectX 11 rendering, which some other Source games such as Apex or Vindictus have done in order to improve their performance.
Once again, this is something that would consume time and resources but it could be absolutely worth it if the devs consider utilizing their modified engine in their next projects.
No. They won't use Source engine in their next projects and they absolutely won't change the rendering etc when it'd take so much time to do so.
AlexTECPlayz 2021년 10월 6일 오전 4시 54분 
cryprotree님이 먼저 게시:
Once again, this is something that would consume time and resources but it could be absolutely worth it if the devs consider utilizing their modified engine in their next projects.
Source is weak. Anything bigger than a AA title would create issues for the engine. Apex/Titanfall's engine was Source, but was heavily modified by Respawn, which has a massive team compared to the Crowbar Collective team. Why would they even try to upgrade Source when Source 2, Unreal 5 and Unity are out there and much more powerful?
Oak Sorcerer 2021년 11월 3일 오후 1시 44분 
I agree, the game looks great now, but these two things are what really will make the graphics outstanding.
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