Half-Life 2 AA Fixed
<valve|gary> Anti-aliasing has been fixed for all cards
<valve|gary> Anti-aliasing has been fixed for all cards
- Half-Life 2 Bugbait Bink Video
- Half-Life 2 Tunnels Bink Video
- Half-Life 2 Trap Town Bink Video
- Half-Life 2 Kleiner's Lab Bink Video
- Half-Life 2 Docks Bink Video
- Half-Life 2 G-Man Bink Video
Valve is still working toward the Sept.30 ship date.
Given Valve's uncharacteristic quietness on this, I can think of only one thing. Valve is working hard on hitting that shipping date and they still feel they can hit it, but perhaps they shared with Vivendi that there is a possibility of them missing that date, and things got misintepreted from there. There is always the possibility of missing a ship date though, but if Vivendi is going back on earlier statements then there must be at least some confidence that Valve can still hit that target date. If we ever get any kind of on the record statement from Valve we'll be sure to let you guys know.
- Half-Life 2 Tunnels Bink Video
- Half-Life 2 Trap Town Bink Video
- Half-Life 2 Kleiner's Lab Bink Video
- Half-Life 2 Docks Bink Video
- Half-Life 2 G-Man Bink Video
First time I've heard about this.
So there you go, dont panic just yet as Valve Software decides when they ship, not Vivendi. Valve says there is no delay (that they are aware of, and well.. if anyone is aware of a delay it would be Valve), then there is no delay. Things are still on target for Sept 30th until/unless Valve says otherwise. This is of course assuming the email is legit. The bit about something like this coming down from Vivendi is a bit far fetched too given Valve's situation so what the hell. We'll have word here for you guys as soon as we hear from Valve.
- Half-Life 2 Trap Town Bink Video
- Half-Life 2 Kleiner's Lab Bink Video
- Half-Life 2 Docks Bink Video
- Half-Life 2 G-Man Bink Video
There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.
3) How will this look?
We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes.
Drivers aren't likely to fix the problem, with the exception of the ATI 9500-9800. There's hope there for being able to use FSAA properly. You are out of luck on NVidia unless either NVidia or us come up with some clever way of solving this problem.
...
The problem is specifically with multisample antialiasing on any card that uses multisample antialiasing. If you use supersampling you should be fine. Actually, this problem has existed for any game that uses light maps that are packed into a subrect (like Quake 3, etc). You will be able to turn FSAA if you like (in the control panel for your video card), but it's likely to have artifacts on triangle boundaries. We don't recommend turning multisample antialiasing on for cards that don't have centroid sampling. . .your mileage may vary.
Shout outs to XBit , Tiscali, Blues (for the quote), and this forum thread
What was the most difficult challenge to overcome when developing Half-Life 2?The length of the project. We've been working on Half-Life 2 for five years, and it's been a huge amount of work the whole time. It's just hard to maintain your focus over that length of time. We've had some of our long-time playtesters going from being seniors in high school to being college graduates during Half-Life 2 development. We're going to recharge a bit on short fun projects once HL-2 goes out the door.
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