[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.10425486 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
10425486

Alf's enjoying his opportunity, isn't he?

>> No.10423315 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
10423315

Is overbright supposed to be a thing now or not? I don't see any brighter highlights than usual, though it does seem to no longer clip to white.

>> No.10423131 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
10423131

Where's the overbright? The changelog mentions it, but it doesn't look like it's there, even if it's still a bit better.

>> No.9737797 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9737797

>>9737631
Alf Life thread.

>> No.9564287 [View]
File: 719 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9564287

>>9560480
1.0.1.5
The one that comes with Opposing Force.

>>9560572
No, it has many of the same faults as the Steam version.

>> No.9491653 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9491653

>>9490558
>what did I think of it?
You thought the contrast looked a bit off.

>> No.9442014 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9442014

It wouldn't be the same game. First of all, the BSP format has to go, as it takes up far too much space. Also, sounds would have to be heavily compressed, and in order to decode that fast enough, you would need to limit the amount of sounds being played simultaneously, yielding a very stilted set of scripted sequences.
There's tons of shit going on behind the scenes that would drag down the CPU. The AI would probably have to be simplified.

>> No.9387931 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9387931

>>9387717
WON2 has been up for ages, but it's still incomplete, it seems.
You can use the master server, but the auth server used for chat rooms doesn't work.
There's also supposed to be a separate server for listing mods with automated installation. That was such a neat feature.

>> No.9376994 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9376994

>>9375345
It's a cheap imitation.
The entire thing is kind of a cheap imitation, but at least it lets you make the game look more like it's supposed to.

>> No.9220972 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9220972

>>9220397
The majority of the lighting difference comes from the use of overbrights in software. Equalizing things in OpenGL doesn't need any fancy shaders.

>>9220317
The water is procedural, and it's a bitch on performance when using hardware acceleration. You have to upload the texture to memory every frame.

>> No.9213938 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9213938

>>9213896
So does the original game on Steam. A lot of weird quirks appeared that were not in the original 1998 release, but good luck getting that to run flawlessly on a modern system.

There's also Xash3D for possible visual benefits, but I don't recommend it outside of its novelty factor.

>> No.9207721 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9207721

>>9202085
>It also introduced shaders.
This would be called materials in any other sense. It's not "real" shaders like advertised on GPU's.

>>9205056
>>9205137
Half-Life has one significant trick up its sleeve, namely gamma-corrected lighting. It's a crucial step towards photorealism.
None of the Quake games or Doom 3 for that matter make use of this.

>> No.9196402 [View]
File: 719 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9196402

>>9193615
Washed out visuals is the worst meme plaguing the idea of an authentic retro aesthetic.

All the old Quake games are supposed to saturate beyond 100% brightness. It's only disabled due to OpenGL limitations. Restoring it can have a huge impact on visual fidelity, especially with more realistic environments seen in Half-Life.

>> No.9168124 [View]
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9168124

You can't, at least not perfectly.
Lowering the gamma to 2 (as reported by the console still leaves lightgamma at 2.5, which is a separate console variable. You can try changing this to 2 as well, but I don't think it's permanent.

If you don't care about perfect compatibility, you can use Xash3D and an additional small modification I made that perfectly tunes the gamma, as well as restoring gl_overbright.

>> No.9155762 [View]
File: 719 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9155762

>>9155573
The PS2 version's flat lighting. I think I even turned the brightness all the way down for that screenshot.

To be fair, it also looks flat on PC by default, but you can at least fix that (picture related).

>> No.9152605 [View]
File: 719 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9152605

>>9151452
All you need is Xash3D

Navigation
View posts[+24][+48][+96]