In Defense(kind of) of Parallax Corrected Cubemaps Source 2(Half-Life:Alyx)

  Рет қаралды 3,985

Spleet

Spleet

Күн бұрын

Пікірлер: 27
@jackaed
@jackaed 3 жыл бұрын
I think the best use of parallax corrected cubemaps is in Rainbow Six Siege. When used as a backup for SSRs in indoor areas, they make reflections look unbelievabley good. Also the fact that your torch shows up on the TV is not due to a reflection, it's a specular highlight.
@Spleet
@Spleet 3 жыл бұрын
Yee. Something I wish Alyx(source 2) had was real-time screen space reflections. They absent unfortunately.
@Dan-ih6ns
@Dan-ih6ns 3 жыл бұрын
@@Spleet only issue is real time reflects are hardware intensive enough. just imagine how laggy it’d be in vr
@xDShot9000
@xDShot9000 2 жыл бұрын
@@Dan-ih6ns render in lower resolution and don't render dynamic objects?
@vibaj16
@vibaj16 Жыл бұрын
@@Dan-ih6ns screen space reflections aren't very intensive
@valentinorubio703
@valentinorubio703 10 ай бұрын
Cubemap reflections for planar reflections are cheaper than ssr so it's a better alternative especially for shooter games where the scene doesn't change much, as cubemaps don't update realtime.
@MajatekYT
@MajatekYT 3 жыл бұрын
And the best thing about them? They aren't even that processor intensive as they're not real-time reflections, but look as good as they do because the map does a cubemap precalculation pass at the start of the level, and each room/area has its own cubemap points (sometimes one - sometimes several) that parallax corrected cubemaps blend between. This game made me legitimately believe things actually flew at me in real life and made me flinch. I love it.
@nathanmckenzie2797
@nathanmckenzie2797 2 жыл бұрын
They just imported these kind of reflections on quest 2 in red matter 2 aswel 🤯
@vibaj16
@vibaj16 Жыл бұрын
@@nathanmckenzie2797 wdym
@LuxSmash
@LuxSmash 3 жыл бұрын
Lamp: Doesn't allow you to the reflection on the screen Him: I sentence you to death
@mort_brain
@mort_brain Жыл бұрын
I don't know if it's so graphically realistic or my imagination just makes it look that way!
@bshap495
@bshap495 Жыл бұрын
The title implies people don't like them. I know they're not 100% accurate or real-time, but as far as cheap reflections go, they're pretty great.
@Dan-ih6ns
@Dan-ih6ns 3 жыл бұрын
too get this in source one you’d have to filled the room with cube maps lol
@thegroupofreptiles6823
@thegroupofreptiles6823 Жыл бұрын
It's possible for parallax cube maps on source 1 too, just needs a bit of modding
@notraeon
@notraeon 11 ай бұрын
​@@thegroupofreptiles6823you can even do REAL-TIME reflections WITHOUT modding the engine, believe it or not. you would have to edit textures, though.
@yassusin
@yassusin Жыл бұрын
omgg rayyy tracinggg iss soo guudd :3 bro fuck ray tracing you dont need ray tracing to realistic graphics
@notraeon
@notraeon 11 ай бұрын
it does lead to slightly better lighting, but you totally dont need rtx for reflections. parallax cubemaps look near the same for a fraction of the cost
@Hopwire
@Hopwire 3 жыл бұрын
I dunno if I'm doing something wrong, but could you give me some insight into how you set these up? When I put an env_cubemap it makes things noticeably more reflective, but it's not giving me quite the same affect as this.
@Spleet
@Spleet 3 жыл бұрын
The bounds of the "light importance volume" should extend to the edges of the play space, but not beyond. Then, insure you have indirect light source. Without indirect light, the reflections will be VERY dark, if not pitch black. The center of the volume should be at the intended player eye height. Usual it will default to this when created in editor.
@Modgey
@Modgey 3 жыл бұрын
Damn how did you do that?
@Spleet
@Spleet 3 жыл бұрын
source 2. it's just really good at doing the work
@ReznovRulz
@ReznovRulz 3 жыл бұрын
That abrupt flashy transition with no smoothness that happens a little bit after 2:05 is kind of disappointing, but this is otherwise a really good effect.
@Spleet
@Spleet 3 жыл бұрын
This can easily be mitigated by using more probes. Just like with source 1, the ideal(most practical) use is to place one probe per room(rectangular area), however, also like source 1, you can place one every other unit for an extremely accurate cubemap from anywhere in the map. The return for doing this isn't as impressive as it was in source 1, but it can be done to mitigate that flashy transition. Also: going from indirect lighting to direct only will always cause that jarring transition since the cubemap image will be compiled without any light . This is why Valve made maps(Alyx) are always too dark(kind of cleverly) to see any reflections(other than specular) when requiring the use of a flashlight. They know the dark areas will have bad cubemaps.
@SarXm17
@SarXm17 3 жыл бұрын
Cool
@australiansniper1730
@australiansniper1730 Жыл бұрын
interesting cubemaps..
@bonkieblues9119
@bonkieblues9119 2 жыл бұрын
What kind of material shader did you use for this?
@Spleet
@Spleet 2 жыл бұрын
Everything seen other than the books on the bed are stock Alyx assets. All the shaders are compiled in the TV model.
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