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| [May 05, 2004, 11:21 am ET] - Share - Viewing Comments |
The Neowin Winhec 2004
Blog (thanks Wookiestick) reports on the presentation of Half-Life 2 at an
ATI bash, offering more support for the theory that Summer 2004 is the new
September 30: The demo was very impressive but was not a touch on the
demo by Gabe Newell from Valve. This stole the whole keynote to actually see
some new footage from Half Life 2. Again we got the whole video which is
approximately 3 minutes long and as soon as we find somewhere with firewire
we’ll get it on here asap because it’s one to watch! Gabe claimed the X800 is
40% faster than the GeForce 6800 for Half Life 2 and confirmed that we’ll see
Half Life 2 this summer.
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| 69. |
Re: HL2 |
May 5, 2004, 14:56 |
rkone |
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#67
Displacement mapping:
A technique that allows you to move an object's vertices so that, during the rendering process, the object's geometry is altered to create a bumpy surface. Unlike regular bump mapping, the edges are visibly raised and can cast shadows. The roughness of the 2D texture is used to adjust the degree to which the object's geometry is displaced. Displacement mapping only alters the object's geometry in the rendered image and not the scene, so you can create highly complex objects without having to actually model them.
PS2.0 cannot do this - that's the vertex texture feature which is only checked off under PS3.0. Visually 2.0 can approximate this effect with bump mapping, but when you get up close you see it's still flat (and looks wrong). Take a look at the unreal engine shakycam demo that was released with the 6800, and pay close attention to the brick walls.
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