A Half-Life 2 RTX demo is now available for Windows on Steam, kicking off this free modification for Half-Life 2, Valve's classic first-person shooter sequel (which is required). Despite not being listed as a demo, that's what last week's announcement called it, and the description also says it is the "Ravenholm and Nova Proskpekt demo." This project from community-based developer Orbifold Studios leverages NVIDIA's RTX Remix software to enhance the graphics of this 2004 release with all sorts of modern goodness for owners of NVIDIA RTX graphics cards. Here's the recent Announce Trailer along with more details:
The fight for freedom begins anew. Experience the award-winning game that has captivated millions of players worldwide with its immersive story, thrilling combat, and mind-bending physics, fully overhauled with full ray tracing, new hand-crafted, physically based textures, enhanced high-poly models, and updated lighting, all in stunning 4K.
Half-Life 2 RTX is a free DLC for all Half-Life 2 owners developed by Orbifold Studios, a collective of passionate, community-assembled developers behind Half-Life 2: VR, Half-Life 2: Remade Assets, Project 17, and Raising the Bar: Redux.
Half-Life 2 RTX uses the latest version of RTX Remix leveraging new RTX Neural Rendering technologies, cutting-edge full ray tracing, accelerated by NVIDIA DLSS 4 with Multi Frame Generation, and NVIDIA Reflex to bring one of the greatest video games of all time to life in a whole new light.
vrok wrote on Mar 19, 2025, 11:35:RogueSix wrote on Mar 18, 2025, 21:23:The consensus is that the implementation is lazy and could've been done better if they had bothered to adjust the amount of lighting for each scene to be more in line with the originals artistic vision. That's it. Why are you making excuses trying to invalidate negative feedback? Why do you think there's a demo in the first place? Feedback is useful for improvement. For reference I own a 5090 and am currently playing Cyberpunk with full path tracing, so the nvidia hater card won't fly.
@Jivaro
Yeah, I quoted your post but my reply was generally directed towards the naysayers here. Don't take it personal. Your quote just fit the previously expressed sentiment pretty well where some people were pretending as if something here is taken away from them or being defiled by nVidia, the devil incarnate (... when this really isn't the case at all as the original version isn't going anywhere AND while this is just a Remix demo of two levels with unfinished tweaking/lighting/optimizations AND most/many of the naysayers haven't even downloaded or played the demo yet to see or compare for themselves).
RogueSix wrote on Mar 18, 2025, 21:23:The consensus is that the implementation is lazy and could've been done better if they had bothered to adjust the amount of lighting for each scene to be more in line with the originals artistic vision. That's it. Why are you making excuses trying to invalidate negative feedback? Why do you think there's a demo in the first place? Feedback is useful for improvement. For reference I own a 5090 and am currently playing Cyberpunk with full path tracing, so the nvidia hater card won't fly.
@Jivaro
Yeah, I quoted your post but my reply was generally directed towards the naysayers here. Don't take it personal. Your quote just fit the previously expressed sentiment pretty well where some people were pretending as if something here is taken away from them or being defiled by nVidia, the devil incarnate (... when this really isn't the case at all as the original version isn't going anywhere AND while this is just a Remix demo of two levels with unfinished tweaking/lighting/optimizations AND most/many of the naysayers haven't even downloaded or played the demo yet to see or compare for themselves).
noman wrote on Mar 18, 2025, 15:23:
Light bouncing around realistically still can change the artistic vision about which parts of scene are dark and which aren't and which surfaces are shinier. If the original designers had RT lighting, they may have created less bright light sources or placed them differently. It's technically impressive but for many of the scenes in the trailer, the original version looks better.
Nullity wrote on Mar 18, 2025, 15:08:RogueSix wrote on Mar 18, 2025, 15:01:Yeah, you're right. I've never seen a dimly lit room, low wattage bulb, or partially obstructed light source in real life before. I dunno what I was thinking.Nullity wrote on Mar 18, 2025, 13:51:
For example, the lighting/brightness seems to have been cranked up (presumably to show off the RTX effects?).
Nothing's been "cranked". It is just realistic now. Every light source emits a realistic light instead of the fake light as before. You set shit on fire, shit's gonna be bright.
Jivaro wrote on Mar 18, 2025, 19:42:
BUUUUUUUUT.....there was a dev team that had a look and feel in mind and designed the game to get that look and feel using the tech they had at the time.
Nullity wrote on Mar 18, 2025, 15:19:jacobvandy wrote on Mar 18, 2025, 15:11:Yeah, big fire is going to be big bright, I get it. I wasn't even talking about fire. Did you watch the video? Most of the comparison shots didn't involve fire and the new version just seemed overly and unnecessarily bright to me. I'm not even trying to say it isn't realistic, using ray/path tracing, I'm sure it is. But as I alluded to in my previous post, it can still be realistic yet maintain the atmosphere by turning down the dimmer switch a little (where appropriate).
Of course it's going to be significantly brighter overall, that's just the reality of having light bounce around properly. Any flashlight that isn't a cheap toy should easily fill an entire room, and a fucking bonfire will illuminate an entire city block... Does anyone really think it was an intentional artistic decision to have a humanoid enemy that is engulfed in flames from head to toe *not* project a large amount of light around it? Don't you think they would have liked that to happen, but just couldn't achieve it 20 years ago?
With that said, there is a brightness slider in the options which I did lower a fair amount, as the default made it look pretty washed out. That doesn't do anything to change the number or placement of light sources, though. Many of those in Ravenholm are industrial floodlights, so...
I love HL2, and I'll be playing through this. I'm not shitting on the game and I even said I'll reserve judgement until I can see it for myself. I was just voicing my preliminary opinion based only on this video. Chill people.
gravity wrote on Mar 18, 2025, 19:06:Unfortunately, that's not even remotely what's happening. Valve has nothing to do with this project, other than giving their blessing for it to be made. It's being done by Orbifold Studios using Nvidia's RTX Remix modding software. No changes are being made to the Source engine for this.
I'm surprised no one has actually come to the realization of what ValvE is doing here.
IMO, ValvE is absolutely "beta testing" HL3 engine functionality to a degree. Let's take the already-amazing-and-fully-functional engine we have, add ray-tracing, and "ensure we have full compatibility and thumbs-up from our community."
Am I alone? This is incredible "early access" sort of methodology.