Half Life 2 RTX

It's too bright..and, and, I can't tell the difference!






Said no-one ever.

inb4

"df shills for nvidia"

:p :cry:




Looks absolutely great that, like how DF show where RT makes the biggest difference, like I have always said before, screenshots show a difference but the real difference is when in motion.
 
Lol, people are already having a meltdown on reddit over the above video:

It has been a consistant issue with every RTX showcase, everything being extra shiny and reflective. I get that it’s mathematically accurate but it still ends up looking very artificial

So mathematically correct but ends up looking very artificial.... right ok.... errrr.... moving on :cry:

And of course, "shiny puddles!!!!!" are mentioned, man it's almost like people have never left their room and actually gone outside to see that there are in fact scenarios where water surfaces can and often do look mirror like especially with neon lighting involved....

BRB, going to complain to Canada about their lakes not being realistic as they're too mirror like

lXX6C6N.jpg


:cry:
 
Lol, people are already having a meltdown on reddit over the above video:



So mathematically correct but ends up looking very artificial.... right ok.... errrr.... moving on :cry:

And of course, "shiny puddles!!!!!" are mentioned, man it's almost like people have never left their room and actually gone outside to see that there are in fact scenarios where water surfaces can and often do look mirror like especially with neon lighting involved....

BRB, going to complain to Canada about their lakes not being realistic as they're too mirror like

:cry:

The jokers are so insane, especially on reddit.

Watching the video:

"The team from HL2 RTX in combination with Nvidia Light Speed Studios has remade every single asset in the game within the style guidelines of the original HL2"

One of the irionic talking points by the naysayers is that the lights are too bright or it doesn't have the darkness of the original game, well no wrong, the RTX version has been done with the help of Valve and the original vision is better portrayed now thanks to path tracing which was not possible before.

Those people are just bitter that the limited tech of the time painted a view of HL2 that they don't want to let go, well here's a view geniuses, it's a free mod, don't play it if you feel liike that :cry:

I still want it. With single frame generation I might get 60 fps at 4k on my 4090.

You will get the same fps range that current path traced games get on a 4090, so 100 fps when using all the features afforded by RTX cards.
 
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The jokers are so insane, especially on reddit.

Watching the video:

One of the irionic talking points by the naysayers is that the lights are too bright or it doesn't have the darkness of the original game, well no wrong, the RTX version has been done with the help of Valve and the original vision is better portrayed now thanks to path tracing which was not possible before.

Those people are just bitter that the limited tech of the time painted a view of HL2 that they don't want to let go, well here's a view geniuses, it's a free mod, don't play it if you feel liike that :cry:



You will get the same fps range that current path traced games get on a 4090, so 100 fps when using all the features afforded by RTX cards.

No doubt, they will end up saying "nvidia paid valve to change their artistic direction in order to show of ray tracing and rtx features" :cry:

Too many haters about still, as you said, the very fact, it is free and yet people are still crying, mental....

Don't get me wrong, I can see the point about ravenholm city being too bright "compared" to the old version but the problem we would have if some of those flood lights were removed or reduced drastically, those same people would be going "it's too dark" and this isn't me joking about here..... you just have to look at what happened with metro ee, people did the exact opposite to what is happening with HL 2 remix with "it's too dark, artist direction has been ruined", want to know what the funny thing is though, those people got it mixed up, the dark version was in fact the old redux version and the brighter version was ray tracing :cry:

dS86mBo.png


3p3NAMa.png
 
That's not true at all. The whole point of RT/PT is to not need baked lighting any more, as in someone doesn't have to sit there and probe out light sources which then do not cascade anyway for accurate AO and indirect illumination - Unless the artist sits there even longer painting those in too.

This is best demonstrated in GTAV Enhanced where for example, indirect bounce is clearly obvious and the raster looks like stuff is floating on the ground or awkwardly pale areas in darkness because raster has no idea what lies beyond what the baked lighting is set to do.

People will continue to find an infinite number of ways to moan about RT, this won't ever end until all GPUs are RT capable, then suddenly everyone loves it.
 
Reminds me of when Lost Coast came out with the HDR demo that looked like the sun got turned up to 11 and opinion was similarly split :p
 
That's not true at all. The whole point of RT/PT is to not need baked lighting any more, as in someone doesn't have to sit there and probe out light sources which then do not cascade anyway for accurate AO and indirect illumination - Unless the artist sits there even longer painting those in too.

This is best demonstrated in GTAV Enhanced where for example, indirect bounce is clearly obvious and the raster looks like stuff is floating on the ground or awkwardly pale areas in darkness because raster has no idea what lies beyond what the baked lighting is set to do.

People will continue to find an infinite number of ways to moan about RT, this won't ever end until all GPUs are RT capable, then suddenly everyone loves it.

You still tweak lighting sources in RT and their parameters which can significantly change the look of a scene. Modding in RT into existing games is often limited in how close it can replicate the original mood of a scene as you are generally limited to overriding the existing lighting data as it was setup for traditional techniques and stripping out baked lighting, which may be compensating for other technical limitations, rather than having a free hand, and generally aren't going to be building the geometry and materials from scratch to embrace the lighting best.
 
This is PT though not RT, RTX Remix has no RT path as it's pure PT so not quite the same thing. We know how it's alld one as Nvidia and other devs have doumented in videos how they are using RTX Remix and the pros of it.
 
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This is PT though not RT, RTX Remix has no RT path as it's pure PT so not quite the same thing. We know how it's alld one as Nvidia and other devs have doumented in videos how they are using RTX Remix and the pros of it.

Applies to both - if someone originally designed the scene with a single light bulb source for example but then not getting the mood they wanted added some invisible point lights to bake in additional lighting detail you can't necessarily replicate that by stripping out the baked lighting and replacing the light bulb with RT/PT and you can't add additional invisible sources with real time lighting as it will just look odd, so you'd have to go back in and rebuild the environment around RT/PT to capture the same mood with maybe different light sources, etc. which is often limited by the modding tools/source availability - usually the original raw level data doesn't ship with modding tools and IP rights restrict reverse engineering for anything released to the public.
 
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