-
10-06-2005, 19:19 #1Member
- Registered
- 14/10/02
- Location
- The Matrix
- Posts
- 7,303
- iTrader
- 1 (100%)
- Mentioned
- 0 Post(s)
- Reputation
- 8/20
[HL2] Amped DX interview met Doug Lombardi
http://dx.ampednews.com/?page=articles&id=10733
Belangrijkste uit interview imo, is over Lost Coast:Patrick: What will the system specs be on The Lost Coast? With the addition of HDRL, how much of a toll will this map take on our systems? Basically, what's it going to cost us to get a solid frame rate?
Doug Lombardi: Running Lost Coast, or any Source-based game Valve releases with support for HDR, will require at least a 2GHz processor, 1 to 2GB's of RAM (still being finalized), and the very latest GPU from Nvidia or ATI.
Here are the features we apply to our definition of HDR:
- Blooming. Used by designers to create a "blurred effect" on the bright edges in a scene, emulating a camera's overexposure. This feature has been added to other applications and is often mistaken as a full implementation of HDR.
- HDR Skybox. Authored by painting multiple exposures of the sky to allow for real-time exposure adjustment. For Lost Coast, over 16 variations of the HDR skybox were created.
- HDR Cube Maps. Generated by the engine, using the HDR skybox in conjunction with the HDR light sources and HDR light maps. HDR Cube Maps allow for an object's reflection to be cast in a manner that more accurately corresponds with the brightness of the source.
- HDR Water Reflection/Refraction. Wherever the reflection of a light source is extremely bright, "white hot" spots occur along with blooming on water. A similar effect may be witnessed when under water looking out toward the sun.
- HDR Refraction Effect. HDR light is transmitted through refractive materials, and takes on relevant properties of those materials (as when sunlight passes through the stained glass in Lost
Coast's Monastery and then casts colored light).
- HDR Light Maps. Generated through a radiosity process, taking light bounces/global illumination into account. This may be witnessed inside the Monastery on Lost Coast, on walls opposite the windows where the sun is "blowing out" the wall.
- HDR Light Sources. Uncompressed light values provide a higher range of light values for designers to draw from in any given scene.
- Exposure Control. Enable "eye adjustments" to allow you to see a different range of details in dark scenes than in overbright areas."At the beginning of the Portal development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about fifteen minutes of silence and then someone mentioned that a lot of people like cake."
- Valveno votes
-
