Something like Crysis's water, but better and physically stimulated?
I remember Opposing Force had rippling water (technically toxic sludge, but whatever). So did FEAR, but only in one small room.
hopefully it get's implemented
They finally solved the problem of the repetitive water texture. The water look so awesome now.
[editline]08:18PM[/editline]
I also like how the guy in the pdf document showed us every little step they took, and showed us what it look like now with this new element, and this, and this ect,
You mean like this:
[media]http://www.youtube.com/watch?v=a7V0HBwHfEw[/media]
Another step up the staircase :buddy:
I hope it becomes something like GTA IV's water.
If water could go through a portal, there could be some interesting applications for dynamic water. Also, I hope they keep static water for those of us who like to be boring when mapping.
It's nice to see Valve still focusing on the performance of cards that only support PS2.0b.
Hopefully the dynamic lighting in Portal 2 will be performant on those low end cards (so then it'd run better on mine)
[QUOTE=343N;23929896]I hope it becomes something like GTA IV's water.[/QUOTE]
no that water sucks.
[QUOTE=TheDecryptor;23931554]It's nice to see Valve still focusing on the performance of cards that only support PS2.0b.
Hopefully the dynamic lighting in Portal 2 will be performant on those low end cards (so then it'd run better on mine)[/QUOTE]
Or you know, you could like build a new computer and stop forcing devs to focus on lower end crappy hardware but thats just a suggestion.
[QUOTE=superdinoman;23932011]...
Or you know, you could like build a new computer and stop forcing devs to focus on lower end crappy hardware but thats just a suggestion.[/QUOTE]
Or you know, the fact that it's optimized to run well on older systems means it'll run even better on my system (which has a newer DX10 card)
I sort of doubt this will make that much of an impact on the don't-touch-the-water Portal 2, but it could be cool if they update HL2 to feature it, what with Water Hazard and all...
[QUOTE=lockdown6;23932892]You're right, I think my money farm is ready for harvest, too![/QUOTE]
I harvest mine every 2 weeks.
:smug:
[QUOTE=Wormy;23943452]Dynamic Water? I think you guys are believing too much.[/QUOTE]
Where have we said it was dynamic water, or where did the report even say it was dynamic water?
It's just improved flow maps, which look far better than the water in say Half-life 2, which you could see the repetition.
[QUOTE=dije;23913123]And we´ll maybe get fully 3D rendered bumpmaps...[/QUOTE]
I saw these in a tech demo for a resident evil mod years ago so it can't be a huge amount of work to add them
It isn't, there's already a shader but it's disabled because it breaks HDR. (and fully 3d rendered bump-maps weren't possible before DX11 so it would've been parallax mapping.)
Remember how everyone was excited for dynamic lighting in Alien Swarm? This is likely how it's going to turn out.
This is a little over 2 years old, but, still.
[media]http://www.youtube.com/watch?v=A3fF6uiAyFk[/media]
That isn't dynamic. It's just a brush that hits an object and then depending on variables will bounce off in another direction.
[QUOTE=Take_Opal;23991925]That isn't dynamic. It's just a brush that hits an object and then depending on variables will bounce off in another direction.[/QUOTE]
Particle System*
Looks like to me Valves new water can find objects and stuff in the water and make it realistically flow around it.
Also I tried to google "Soft Water" which STALKER Clear sky supposedly uses.
Anyone can tell me information on what exactly soft water is?
[QUOTE=AshtonArdoin;23929599]You mean like this:
[media]http://www.youtube.com/watch?v=a7V0HBwHfEw[/media][/QUOTE]
That's metaball physics.
[QUOTE=Kidd;23993590]Looks like to me Valves new water can find objects and stuff in the water and make it realistically flow around it.
Also I tried to google "Soft Water" which STALKER Clear sky supposedly uses.
Anyone can tell me information on what exactly soft water is?[/QUOTE]
[img]http://www.tweakguides.com/images/ClearSky_13a.jpg[/img]
[img]http://www.tweakguides.com/images/ClearSky_13b.jpg[/img]
Isn't tesselation only apart of DirectX 11? If thats so I guess they are moving up ^^.
Yes
[QUOTE=paul simon;23913849]My friend is trying hard to convince me that Zelda: Twilight Princess had this.
I'm talking about the dynamic flow map part.[/QUOTE]
I think he is talking about flowing water, he is simply confused, I think the way it works in zelda is that the water has another invisible block in the water, or it is the property of the water that the water forces the player to move.
I think this is more like in how the water acts in relation to objects.
Might I add, I almost have no idea what i'm talking about.
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