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Topic: HL2 Trap Town Movie
trog
Posts: 12350
Location: Brisbane, Queensland
Another Half-Life 2 movie, Trap Town. Again, nothing that hasn't been seen before but worth a look - shows off the scene from the E3 presentation where Gordon is using the magic picker-upper device and throwing stuff around.
system
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bantumi
Posts: 108
Location: Brisbane, Queensland
cool, cant wait to see this game. nfi when it will be out though, not this year i bet
parabol
Posts: 235
Location: Brisbane, Queensland
Last I heard it was September 30th of this year.

When someone confronted a member of Valve asking why some stores are
advertising a release date of December, he mentioned that he had no
idea where stores get their release dates from, and that Valve has not
changed their release plans.

So yeah :)

[Edit]: I would have put the link to my source, but the site can't be resolved at the moment.
TheGomo!
Posts: 3
Location: Brisbane, Queensland
here's somthing :D
i fished it up snooping around on the hl2 forums :D http://www.halflife2.net/forums/showthread.php?s=&threadid=3071

A recent post in the Half-Life 2 forums questioning the possibility of full screen anti aliasing with Half-Life 2, especially on Nvidia GeForce FX graphics cards, has caused many gamer's a headache. Gabe Newell, Valve Software's managing director, now posted more details on the matter:

Since people seem to be hyperventilating over the anti-aliasing issue, I thought I'd update everyone.


1) How bad is the problem?

With current multi-sample implementations of anti-aliasing, you may sample texels outside of the polygon boundary, which may result in sampling light maps from other polygons. This has always been a problem. This is a problem with Quake 1, Quake 2, Quake 3, Daikatana, Sin, Elite Force, Half-Life, Counter-Strike on the X-Box, or any game that uses packed lightmaps with multi-sample anti-aliasing.

You would see these artifacts on polygon boundaries where the wrong lightmap is being sampled. It will look like a bright or dark line on the edge of a polygon. Gary McTaggart brought this up in an email because he is being pretty hardcore about graphics quality right now. This is not a new problem. If you've run a game that uses lightmaps with anti-aliasing turned on, then you've been seeing these artifacts the whole time. Artifacts may show up more frequently in Half-Life 2 simply because we've eliminated lots of other artifacts, and because we have a lot of variation in scene lighting due to our art direction. To put this in perspective, not doing tri-linear filtering on mipmaps is a lot worse.
Thundercracker
Posts: 125
Location: Brisbane, Queensland
You forgot to mention
Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.


Meaning if you got a geforce FX you got no problemo!
Einstein
Posts: 2596
Location: Brisbane, Queensland
omg buy a radeon so doom3 runs better

omg buy an fx so hl2 runs better

omg

bah
HeardY
Posts: 8007
Location: Sydney, New South Wales
back on track!

the movie rocks

HL2 is going to be a CAINER game, can't wait!!
Khel
Posts: 4929
Location: Brisbane, Queensland
omg buy an fx so hl2 runs better


I'm confused now, wasn't it the nvidia cards that were going to have problems and the ati cards were going to run it fine? Either way, its all gay.
HeardY
Posts: 8008
Location: Sydney, New South Wales
did you not read the bit Thundercracker quoted!!

dx9 IS FINE (apparently)
Excruci@ting
Posts: 3418
Location: Brisbane, Queensland
cool, cant wait to see this game. nfi when it will be out though, not this year i bet
yeah, i heard it was in sep too!
skz
Posts: 341
Location: Brisbane, Queensland
they porbly dont know if they can hit all these christmas dates.. its like Anti-trust GOOOOO MILOOOOO cept dont kill nvidea :\
Dopefis
Posts: 146
Location: Brisbane, Queensland
What were the machines that it was running on for that video?
linkin
Posts: 3240
Location: Brisbane, Queensland
dont know, maybe dual cpu setups??
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