Originally posted by: sandorski
Originally posted by: brikis98
Originally posted by: sandorski
Originally posted by: lxskllr
This is my last post on this topic, I'm finished with it, and with you. I played the hell out of the original HL, and I've never spent 1 second on a CS server. If you can't see how bad the graphics are in HL2 then you're blind. The textures looked like crap for the most part, and the low polys they used in some of the models was very apparent. I already stated they did a good hjob with the people and the water, but that was it. The noticable fogging in many of the levels points to an unoptimized engine. As far as the gameplay goes the driving levels were tedious, and the puzzles were uninspired. The rest of the game was standard fps fare. You need to lay off the fanboyism and take an objective look at what you're talking about.
As to the Windows comparison, that's to demonstrate the correct way to implement piracy protection. Steam is not.
hehe, oh my.
You'll be shocked to know that Fogging is optomization, not the lack thereof. Without the Fog you'd be complaining about the poor performance.
well... IMO, fog is more of a "hack" or workaround put in to improve performance BECAUSE the developers didn't/couldn't optimize the graphics in any other way. having said that, i personally think HL 2 had very good graphics and don't really agree with lxskllr's opinion on that matter.
The other ways of Optomizing would have the same effect, that is cutting the render distance. You can use Fog or place objects within the players view with Antiportals(some engines automatically cull graphics behind cetain types of objects, such as BSP) inside the objects to cull everything on the other side. Fog is widely used in open areas because it just looks better.
again, those are both workarounds. yes, they "optimize" the game in the sense that it runs faster, but they are not actual optimizations to the code.
if you know anything about computer science, you know that programs/algorithms are typically analyzed in terms of run time, typically using big-Oh notation. the kind of optimizations i'm talking about would be, for example, to rework an algorithm to reduce it from O(n^2) to O(nlogn). this would actually make the game faster, allowing your video card to render those far distances without the need for a hack like fog.
did valve go through their code and improve the efficiency of every method, use the best algorithms, data structures, etc? i have no idea. i don't work there, haven't seen the code, etc. it's quite possible the code is as tight as it can be and fog is a necessary workaround to make the game playable. but, at the same time, valve could've been pressed for time and just used any algorithm they could think of and the code is an inefficient POS. in that case, they threw in the fog because it's faster than ACTUALLY optimizing their graphics engine.
long story short, neither of us can really know how well written (algorithmically) the Source graphics engine is. but fog and reduced render distance are, as i said, just hacks or workarounds used when the engine is not efficient enough, whatever may be the cause.