Oh lord Source 2 going to be so good
On topic, there are definitely some Source 1 props in the scene, namely the trees and some scattered junk. This is likely an old testbed for the engine because it's not a huge generational leap over say something CS:GO/Portal 2 engine can do (shameless plug):
it's most likely been gutted out from the insides, to use DX11 features like Bokeh DOF, deferred rendering, global illumination, and probably PVS streaming, since it's even more model heavy. I'm probably wrong, but that's my best guess, because I still very much see source in there.
Dont get your hopes that much up. Do not forget their previous engine strides over the last 7 years. THey literally just added real time shadowing like a year ago.
It also came out that those shots are about 3 years old. Would be a good assumption that the engine has continually progressed over that time period.
so i take it some crazy shit went down in this thread?
OH NO WHAT HAVE WE DONE.I posted the Shaq gif, hopes are now sky high.
No stopping this train.
well, expect a new nonsense name leaker to emerge.
So it took 3 years to leak this power point? Oh destiny you have such an acid humor.
it's most likely been gutted out from the insides, to use DX11 features like Bokeh DOF, deferred rendering, global illumination, and probably PVS streaming, since it's even more model heavy. I'm probably wrong, but as someone who's had about 8 or so years experience messing with Source that's my best guess, because I still very much see that engine in there.
On topic, there are definitely some Source 1 props in the scene, namely the trees and some scattered junk. This is likely an old testbed for the engine because it's not a huge generational leap over say something CS:GO/Portal 2 engine can do (shameless plug):
it's most likely been gutted out from the insides, to use DX11 features like Bokeh DOF, deferred rendering, global illumination, and probably PVS streaming, since it's even more model heavy. I'm probably wrong, but as someone who's had about 8 or so years experience messing with Source that's my best guess, because I still very much see that engine in there.
Dont get your hopes that much up. Do not forget their previous engine strides over the last 7 years. THey literally just added real time shadowing like a year ago.
Hopefully it will finally support parallax mapping or modern bump mapping of some sort. It's insane that stuff still hasn't been implemented. I remember reading something on how they didn't even want to include bump maps in the hl2 until someone on the team made a texture on how awesome it would look on antlions.
So it took 3 years to leak this power point? Oh destiny you have such an acid humor.
It was amazing...really....much better than it had any right to bei'd kinda want a HL1 without loading screens ..... did that black mesa game go out , was it good ?
aight, i lied, i do want Portal 3
Half-Life 3 mixed with Left 4 Dead 3 mixed with Portal 3 mixed with Dota 3 mixed with Team Fortress 3
Valve's "3"
believe.
The Orange Box 2
Half-Life 3 mixed with Left 4 Dead 3 mixed with Portal 3 mixed with Dota 3 mixed with Team Fortress 3
Valve's "3"
believe.
No I'm talking about literally.
Gordon Freeman taking on a new adventure with the portal gun. The portal gun starts to malfunction due to GlaDOS extreme maternal paranoia (she gives birth to another Wheatly and Wheatly 2 and original Wheatly can't seem to get along so she keeps them inside to experiment with their maturity and this leads to over protective-ness) and so it keeps opening portals not to different near locations but to different far locations, so Gordon starts to explore these new lands (becaues he's naturall curious) and it takes him to the worlds of Dota, L4D, and Team Fortress.
Now here's the big thing, those game get updates that reflect Gordon Freeman being in them or some awesome shit like that, so like for Dota, Gordon becomes a playable characters with all sorts of crazy skills and all the other Dota characters are like what the heck man and it's great. L4D Gordon would fit right in but because of the temporal fuckery he brings the head crab zombies with him or something like that and the rest of the L4D casts have to help him while also fighting the regular zombies and it just gets crazy. And then for TF2 Gordon becomes a playable class and again the temporal fuckery just messes with thing so there's a bunch of Gordon's and that explains why he's a class and not a special character like the Australia man.
well, expect a new nonsense name leaker to emerge.
$180
Fortunately, I think Biohazard mentioned a couple years back that Valve were working on an inhouse deferred renderer. Probably got rolled into Source 2 stuff.Lol. That's putting it nicely. It is still limited to 1 cascaded shadow map for the environmental lighting. Everything else is still poop lightmaps (and model lighting in Source is atrocious). They have an engine limit hard-coded in to stop more than one real-time light in the scene being projected at any given time, since they poorly optimized it. Portal 2 did all sorts of tricks to switch out dominant light sources when you switched between chambers. So it always felt like it had dynamic lights. If this isn't full deferred or forward/deferred hybrid to support GI and realtime lights, I'd be incredibly disappointed, since that's already possible on the Alien Swarm engine courtesy of a programmer called BioHazard.
Yeah Valve are very stubborn to support new rendering techniques or shaders (as I mentioned above). Parallax is possible via the Source Shader editor, a third party created tool, or by coding it in yourself with access to the Source Code base, but not by default. It can't do tessellation, particle lighting, volumetric shadowing, etc etc since it's restricted to DX9.
No mods have really taken advantage of the deferred Alien Swarm base, so Source based games have been severely lacking for years in the visual department.
Fortunately, I think Biohazard mentioned a couple years back that Valve were working on an inhouse deferred renderer. Probably got rolled into Source 2 stuff.
I want to say yes, but I can't confirm.Dota 2 uses deferred rendering, doesn't it?
OHHHHH Shit!!!
L4D2 Episode 2
Fortunately, I think Biohazard mentioned a couple years back that Valve were working on an inhouse deferred renderer. Probably got rolled into Source 2 stuff.
Dota 2 uses deferred rendering, doesn't it?
#istillwanttobelieve #believeintheboat
Holy shit at the view/post ratio in this thread.
Do you perchance know of any working deferred 2013 branches? If not, I'll figure it out with my forehead eventually.Indeed. He was offered a job at Valve but I believe he wanted to finish his degree first. He's a very busy guy & back when we were on Source using deferred, it was hard to get hold of him, some we branched off a lot of the engine updates we made into our own base.
So Valve can count to 3.
Holy shit at the view/post ratio in this thread.
the guy also posted:
Presentation PowerPoint is from 2011 by the way. Filelist is legit.
So these screens are 3 years old?
Do you perchance know of any working deferred 2013 branches? If not, I'll figure it out with my forehead eventually.
journo lurkers.
Holy shit at the view/post ratio in this thread.
Fair 'nuff. Still aplenty of shaders to pillageNorp. It IS possible to merge the Alien Swarm deferred code into 2013, but it's probably a massive headache. BioHazard advised against that himself, since it's far less optimized. Also everything we added/fixed up in deferred probably isn't in the latest open source release. It got to the point where we were changing so much stuff, the two builds were splitting off.
We wanted to merge back into BioHazard's work. But we dropped Source in the end after the licence discussion. We might try and release it sometime in the future. But there are barely any mods willing to port over to Alien Swarm branch, or worse, rip out the code and stick it in Source 2013. Both require substantial work, and I'd honestly advise waiting for Source 2 since it's likely to support migration from 2013.