HL2 DM & Source Engine Update Plans

New Counter-Strike Source Map Coming Soon on the Steam Website (thanks Voodoo Extreme) has details on plans to release a new Counter-Strike map via Steam, Half-Life 2 deathmatch updates, and a high dynamic range lighting feature for the source engine:
Over the next month or so there will be a couple of interesting releases via Steam, in addition to the upcoming Counter-Strike map cs_compound.

First, we'll be releasing an update to Half-Life 2: Deathmatch that will include the Slam, Stunstick, and the Crowbar. We're not ready to release the contest winning maps just yet, but we will be releasing a new map we've built at Valve to tide people over while we sort out the contest winners. There will also be a release to Counter-Strike: Source around the same time that will address a few minor issues.

One feature that we'll be adding to the Source engine in the coming months is high dynamic range lighting. To showcase this we've taken a part of the Highway 17 chapter of Half-Life 2 and worked it into a single level that incorporates HDR along with some new gameplay. We're calling this short level "The Lost Coast," and it will be made available free of charge to Half-Life 2 customers that meet a specific set of high end hardware requirements. We'll be publishing those requirements soon.

Below are a few early concept sketches of the level early in its development...
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Re: The original HDR
Feb 5, 2005, 13:12
Rob
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Re: The original HDR Feb 5, 2005, 13:12
Feb 5, 2005, 13:12
Rob
 
...the amount of RAM given to render targets varies.

There is no problem with using render targets with FSAA, it's multiple render targets that's a problem. MRTs is when you render to 2 or more render targets in one pass, so you could have a thousand render targets with no problem, as long as you don't render to two of them at the same time. Much of the fluctuation you see in memory is likely shadow maps, which are rendered one at a time and only need one RT.

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