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 Post subject: Maximum texture resolution
PostPosted: Mon Jul 28, 2003 2:43 pm 
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The maximum texture resolution in HL2 will be 512*512 - keep this in mind while painting stuff you want to interchange between engines.

Doom³ offers 2048*2048 max res so try to keep it scalable if you plan to use your super high res textures for both engines.

A bit disappointing tho.

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 Post subject:
PostPosted: Mon Jul 28, 2003 5:24 pm 
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where do you have this information from ? sounds a bit weird that there is a hardcoded texture size limitation ?! ...


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PostPosted: Mon Jul 28, 2003 5:33 pm 
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mac wrote:
where do you have this information from ? sounds a bit weird that there is a hardcoded texture size limitation ?! ...


It was in a huge spreadsheet published in a gaming mag based on the informations given by Valve.

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PostPosted: Mon Jul 28, 2003 5:38 pm 
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german magazine? .. for me a hard limit for texturesize sounds the same as the rambling about doom3 4 player mp limitation.. not a limitation more a guideline


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PostPosted: Mon Jul 28, 2003 6:04 pm 
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mac wrote:
german magazine? .. for me a hard limit for texturesize sounds the same as the rambling about doom3 4 player mp limitation.. not a limitation more a guideline


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PostPosted: Mon Jul 28, 2003 6:25 pm 
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This really does sound a bit odd.. does the magazine say whether it's an actual limitation of the Source engine or, as mac pointed out, perhaps just them quoting Valve's own guidelines for their HL2 textures?


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PostPosted: Mon Jul 28, 2003 7:03 pm 
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The sheet was crafted according to the cabeabilites of the source engine as given by Valve first hand.

If it's wrong wouldn't it have been clarfied a long time ago?

I also think it's odd, but well, maybe it's just this way.

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PostPosted: Tue Jul 29, 2003 11:33 am 
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well this sheet shows me what features they are using on what card generation.. but it doesn't say youre limited to thoose features..

not that 1024 textures have any importance.. but its still weird..


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PostPosted: Tue Jul 29, 2003 1:12 pm 
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It is a bit odd.

It means that you'll have to split up any large textures created.

Still, it's amazing how scalable the engine is - right back to a cruddy old TNT2 ! - altho it'll look shit :)


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PostPosted: Tue Jul 29, 2003 2:20 pm 
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bb_matt wrote:
It is a bit odd.

It means that you'll have to split up any large textures created.

Still, it's amazing how scalable the engine is - right back to a cruddy old TNT2 ! - altho it'll look shit :)

yep but its good news for me cus i'll be able to play it on all 5 pcs in the house (lan partys 8) )

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PostPosted: Wed Jul 30, 2003 3:06 am 
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That's not really suprising;
HL2 doesn't support Anti-aliasing. With AA on, HL2 gets draw errors.. like.. the polys wonk out on you.

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 Post subject:
PostPosted: Wed Jul 30, 2003 9:12 am 
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jeez how people always make a huge turd out of a little mud spot..

half life 2 supports AA but on some gfx cards there are some small visible cracks here an there between polygones.. nothing that makes it inpossible to play and somehow i doubt alot of people will even notice.. (not that alot of people even play with aa enabled *cough*)


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 Post subject:
PostPosted: Wed Jul 30, 2003 9:23 am 
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actually mac, valve have said that AA is pretty much fuxored on anything less than an ATI 9XXX series card, and maybe FX's if they get their drivers sorted. yeah, not just cracks. kinda sucks. but I dont run with AA anyway, so dont really give a damn.


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PostPosted: Wed Jul 30, 2003 9:47 am 
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actually crazy.. i never saw such a statement on the net that aa is "fuxored" whatever that means to you.. i saw that Gabe Newell said that the aa problems are small problems.. that litle cracks can appear between polygones and that valve has ideas how to solve them gfx card depending..


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 Post subject:
PostPosted: Wed Jul 30, 2003 10:47 am 
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firstly, it would seem I was wrong about the drivers thing.
secondly, the only quotes I can find on the subject
Gabe Newell wrote:
There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.

so any DX9 capable card is sweet (ie. GeForce FX's)

and:
Gary McTaggart wrote:
Drivers aren't likely to fix the problem, with the exception of the ATI 9500-9800. There's hope there for being able to use FSAA properly.

So ATI 9XXX's are are sweet ('Hope'fully, an earlier quote however, so 9XXX's should be covered due to the DX9 clause above)

lastly.
Gabe Newell wrote:
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 covers everything else. I'd say that lightmap lines from other lightmaps showing up would class as pretty fux0red :)

some cool shit though is they've said they'd release movies with antialisaing enabled so that we can decide for ourselves just how important/unimportant the artifacts are.


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 Post subject:
PostPosted: Wed Jul 30, 2003 11:53 am 
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so basicly valve coded hl2 without nvidia hardware in mind , and they used "triks" you cant doo on other cards and thus "fux0red" it up for people who wahnt to go full AA ?

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 Post subject:
PostPosted: Thu Jul 31, 2003 2:37 am 
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the gist of it is this:
These AA artifacts have been in lots of games before, however they havent been noticeable in those games. Valve however decided to do lots of little tricks to the renderer to eliminate other artifacts of rendering, and it just turns out that by eliminating those artifacts, you multiply the effects of the AA artifacts. It would seem they consider the AA artifacts to be less important than the other artifacts. Who knows, they might give you a toggle in game so you can choose between AA or other artifacts. :)


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 Post subject:
PostPosted: Thu Jul 31, 2003 5:05 am 
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Quote:
Who knows, they might give you a toggle in game so you can choose between AA or other artifacts.


Hehe. WARNING: You are now about to switch to error mode #2. Are you sure you want this?

:D

I don't know what's the big deal with this. I mean how many people will play (or rather, are playing) with AA? Well i guess that depends on how large the artifacts are.


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 Post subject:
PostPosted: Thu Jul 31, 2003 5:40 am 
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I use AA pretty often, but that's only on older games.. the newer ones.. i'd rather have run better :x
*has a crappy video card*

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 Post subject:
PostPosted: Tue Aug 05, 2003 6:37 pm 
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The max res is not 512, the average res for hl2 textures is 512, as stated in the round-table discussion with valve yesterday afternoon. The max Resolution is 2k square (2048) but if need be, they could raise that.


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