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l4d3? (Source 2 reveal)

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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):

8CB93ADED531AC6CB7A189FA9D0904F09E8BF732

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.
 

Grief.exe

Member
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):

8CB93ADED531AC6CB7A189FA9D0904F09E8BF732


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.

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.

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.

I posted the Shaq gif, hopes are now sky high.

No stopping this train.
 
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.

Yeah for sure. This looks like the start point for Source 2 if it's a 3 years old slide. I can imagine the engine has been improved and iterated quite vastly upon to the present day. Excited to see some up to date shots.

Also, i don't think this is a sign that it's definitely L4D3. It looks more like the reimagining of the original concept art:

 
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.

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.
 

lefantome

Member
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.

I'm from an ipad 3 and the image looks good, but because of good assets and texture work, it's not even comparable to what source 2 seemed to offer in 2011. It's gonna be awesome, the lighting is crazy!
 
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.

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.

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.

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.
 

injurai

Banned
aight, i lied, i do want Portal 3

I'd rather portal 3 being wrapped up as part of the environmental puzzle solving in HL3. You find some sort of portal-like device in the Borealis. Perhaps some newer technology that isn't beholden to the special walls inside the test facility. A new combine like portal device like what Black Mesa was able to create.
 

Symphonic

Member
The Orange Box 2

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.
 

doemaaan

Member
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.

wtftm.png
 

Sibylus

Banned
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.
 

Metroidvania

People called Romanes they go the house?
Oh shit, I was getting caught up, and someone tried to do nefarious and ban-worthy things?

Damn. We need more leaks. :/
 

Aurongel

Member
I'd be willing to bet that this is just an internal render made to demonstrate their engine's new capabilities. If it were multiple maps from the Left 4 Dead series then I'd be more convinced.
 
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.

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.

Dota 2 uses deferred rendering, doesn't it?

Yup. It's deferred. Though it isn't fully pushing the strengths of deferred because Valve wants DOTA 2 to be a pretty scalable game for various PC configurations.

i guess I can also confirm in some way that Valve is probably definitely prepping for a Source 2 unveil for the very near future, since they were in the process of phasing out support for the current engine, when we were trying to obtain a licence around the end of last year. Though obviously they wouldn't allude to what they were dropping it for, but it wasn't hard to guess. We had to switch to another engine altogether since we couldn't stick around and wait it out. I wish I knew more than that, but sadly I don't.
 

Sibylus

Banned
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.
Do you perchance know of any working deferred 2013 branches? If not, I'll figure it out with my forehead eventually.
 

Chettlar

Banned
the guy also posted:

Presentation PowerPoint is from 2011 by the way. Filelist is legit.

So these screens are 3 years old?

This actually matches up more with what I was thinking. Something about it looked old, but I couldn't put my finger on it other than the older Left4Dead assets. Didn't look near as impressive as it should. Impressive, sure, but not impressive enough.

I'm willing to bet Source 2 will be on the level of Frostbite 3 at very list.
 
Do you perchance know of any working deferred 2013 branches? If not, I'll figure it out with my forehead eventually.

Norp. 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.
 

Sibylus

Banned
Norp. 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.
Fair 'nuff. Still aplenty of shaders to pillage :)
 
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