314Reactor
314Reactor
  • Видео 378
  • Просмотров 1 644 052
Halo 2 E3 Nostalgia: Examining the Restored Lighting Mod
In this video, we explore a mod by 'Mr.PirateFox' that restores the original intended dynamic lighting to Halo 2, as seen at E3, using the 'stencil engine'. Available on the Steam Workshop for Halo MCC, this mod enhances the first three levels-Cairo, Outskirts, and Metropolis-bringing back the intended visual aesthetics. We'll compare these updated graphics to the original ones, showcasing the significant improvements and detailing how this mod revitalizes the classic game.
Steam Workshop link (Mod made by 'Mr.PirateFox'):
🔗 steamcommunity.com/sharedfiles/filedetails/?id=3276750116&searchtext=
E3 2002 Announcement trailer for Halo 2:
ruclips.net/video/44DsCMoX-o0/видео.html
E3 2003 Trailer:
ruc...
Просмотров: 2 583

Видео

Back to 1999: Experiencing 3DMark99 MAX with RTX 4090
Просмотров 3,3 тыс.21 час назад
In this video, we take a nostalgic journey back to 1999 with 3DMark99 MAX, the first Futuremark benchmark that utilized DirectX 6. Using my RTX 4090, we run the benchmark and revisit the demo in all its late 90s retro glory. Join us as we bring the series full circle; where we have explored the evolution of 3DMark from its inception to the present day. My previous videos on 3DMark: ruclips.net/...
Speed Way Breakdown: DirectX 12 Ultimate on RTX 4090
Просмотров 66114 дней назад
In this video, we dive into 3DMark Speed Way, a DirectX 12 Ultimate benchmark designed for ray tracing capable gaming PCs. We'll analyze the benchmark and its interactive mode on an RTX 4090, assessing performance and visual enhancements brought by ray tracing. Experience the cutting-edge features of DirectX 12 Ultimate as we explore how Speed Way pushes the boundaries of gaming graphics. My pr...
Exploring Ray Tracing Performance: 3DMark's DXR 1.1 Feature Test on RTX 4090
Просмотров 16621 день назад
In this video, we explore the 2020 3DMark DirectX Raytracing feature test, focusing on the pure ray-tracing performance of the RTX 4090. We'll examine the benchmark's DXR 1.1 technology and its interactive mode, highlighting the impressive ray-traced depth of field. Discover how the latest dedicated ray-tracing hardware handles this advanced rendering technique, providing insights into the perf...
RTX 4090 Shines in 3DMark's First Ray Tracing Benchmark: Port Royal
Просмотров 54928 дней назад
In this video, we delve into 3DMark Port Royal, the first real-time ray tracing benchmark from 3DMark, released in early 2019. We showcase the demo and graphics test, comparing the visual fidelity and performance of ray tracing versus traditional rasterization and discover how well an RTX 4090 handles these early ray tracing tests. My previous videos on 3DMark: ruclips.net/p/PLUYtf5nGg3sSNjR879...
🔍 Time Spy Revisited: Unpacking 3DMark's Early DX12 Benchmarks
Просмотров 146Месяц назад
In this video, we explore the advanced technology behind 3DMark's benchmarks: the Time Spy DX12 demo from 2016, the DX12 Night Raid benchmark for integrated graphics from 2018, and the CPU Profile benchmark from 2021. We'll dive into the scaling capabilities of the CPU benchmark, designed to handle the latest multi-core CPUs from 2017 onwards, and uncover references these benchmarks make to pre...
Steel Nomad: Forging Nostalgia with 3DMark's Latest DX12 Benchmark
Просмотров 2,6 тыс.Месяц назад
In this video, we explore 3DMark's latest graphics test, Steel Nomad. This DirectX 12 benchmark measures GPU performance with a non-ray traced, game-like workload at 4K resolution. We test how Steel Nomad runs on an RTX 4090 with both DirectX 12 and Vulkan, and delve into the new techniques it employs. Additionally, we'll uncover nostalgic easter eggs within the new exploration mode. Steel Noma...
Sky High Performance: 3DMark Sky Diver & DX12 API Overhead Benchmarks
Просмотров 215Месяц назад
In this video, we dive into the latest 3DMark benchmark and explore two of its older tests: Sky Diver and the DirectX 12 API Overhead feature test. We'll take a detailed look at how Sky Diver assesses GPU and CPU performance in mid-range PCs, and then we'll revisit the groundbreaking API Overhead test from 2015, which highlighted the significant improvements in draw call performance between Dir...
Benchmarking Mastery with 3DMark: 🔥 Fire Strike, ☁️ Cloud Gate, and ❄️ Ice Storm
Просмотров 191Месяц назад
In this video, we're diving into the latest iteration of 3DMark, the renowned benchmarking tool that has evolved into a comprehensive service for all Futuremark benchmarks since its 2013 launch. We'll explore the first released tests, including Fire Strike Ultra, Cloud Gate, and Ice Storm and see how good they still look. Join us as we examine how 3DMark continues to set the standard in measuri...
3DMark11: Unfolding the Future with DirectX 11 Tessellation 📐
Просмотров 8702 месяца назад
In this video, we explore 3DMark11, a pivotal benchmark in the UL legacy series that introduced DirectX 11 and hardware tessellation. We delve into the details of tessellation and its impact on gaming graphics, tracing how these advancements have shaped today's technology. Join us as we break down the technical aspects of tessellation and review how 3DMark11 set new standards for future graphic...
From Benchmark to Battlespace: Shattered Horizon by Futuremark
Просмотров 1732 месяца назад
CONTAINS FLASHING IMAGERY In this video, we're diving into Shattered Horizon, a unique game from Futuremark Game Studios released in 2009. This game is set in the depths of space, featuring zero-gravity combat that allows for full movement in a stunning DirectX 10 graphical environment. Even years later, Shattered Horizon impresses with its visual fidelity, innovative gameplay, and immersive so...
3DMark Vantage: The Evolution of DirectX 10 Technology
Просмотров 2902 месяца назад
CONTAINS FLASHING IMAGERY In this video, we dive into 3DMark Vantage, the pioneering benchmark that introduced DirectX 10 and Shader Model 4.0 capabilities to the 3DMark suite in 2008. Explore how geometry shaders and advanced GPU physics calculations revolutionized gaming graphics, capturing the essence of the era. While it lacks a demo feature, 3DMark Vantage showcases the new possibilities o...
3DMark2006: The DirectX 9 Apex Explored
Просмотров 8722 месяца назад
CONTAINS FLASHING IMAGERY In this video, we explore the advancements of 3DMark2006 over its predecessor, focusing on the enhanced utilization of DirectX 9 and Shader Model 3, as well as the implementation of HDR. We'll delve into the significant improvements in visual realism and programming flexibility that set this version apart. Additionally, we revisit the reintroduction of the demo game, a...
3DMark2005: The DirectX 9 Chronicles
Просмотров 7543 месяца назад
CONTAINS FLASHING IMAGERY In this video, we dive into 3DMark2005, a benchmark that not only supports DirectX 9 but also introduces enhancements that pushed the limits of gaming graphics in its era. Through a detailed look at the benchmark's white paper, we'll uncover the technological advancements and how they contributed to shaping the future of gaming graphics. Join us as we explore the nuanc...
3DMark2003: Illuminating the DirectX 9 Revolution
Просмотров 9013 месяца назад
Continuing our journey through Futuremark's benchmarking suite, today we delve into the groundbreaking advancements of 3DMark2003. This benchmark showcased the power of DirectX 9 and Shader Model 2.0, marking a significant leap in programmable shaders. It foreshadowed the future of gaming in the mid-2000s as early as 2003. Join us in exploring the technical milestones that have shaped the futur...
3DMark2001: A Benchmark Odyssey
Просмотров 1,8 тыс.3 месяца назад
3DMark2001: A Benchmark Odyssey
3DMark2000: Millennium Computing on the RTX 4090
Просмотров 39 тыс.3 месяца назад
3DMark2000: Millennium Computing on the RTX 4090
Nostalgia Trip: Let's Play Tiberian Sun Like It's 1999
Просмотров 1,2 тыс.3 месяца назад
Nostalgia Trip: Let's Play Tiberian Sun Like It's 1999
Facing Worlds of Realism: Unreal Tournament 99 RTX Remix Path Tracing | RTX 4090
Просмотров 4,1 тыс.4 месяца назад
Facing Worlds of Realism: Unreal Tournament 99 RTX Remix Path Tracing | RTX 4090
Experience Halo Like It's 1999: Nostalgic Macworld Mod
Просмотров 1,7 тыс.4 месяца назад
Experience Halo Like It's 1999: Nostalgic Macworld Mod
Westworld Host Prototype | 314Reactor Raspberry Pi Project
Просмотров 1594 месяца назад
Westworld Host Prototype | 314Reactor Raspberry Pi Project
🏛️ Pixel Tombs to Pristine Temples: Tomb Raider I-III Remastered
Просмотров 3144 месяца назад
🏛️ Pixel Tombs to Pristine Temples: Tomb Raider I-III Remastered
Unreal Tournament 2004 Unleashed: RTX Remix Path Tracing How-To Install | RTX 4090
Просмотров 3,5 тыс.4 месяца назад
Unreal Tournament 2004 Unleashed: RTX Remix Path Tracing How-To Install | RTX 4090
Espresso & Explosions: A Toast to 3K Subscribers in Battlefield 2042
Просмотров 895 месяцев назад
Espresso & Explosions: A Toast to 3K Subscribers in Battlefield 2042
Lara Croft Shines in Tomb Raider: RTX Remix | RTX 4090
Просмотров 3,3 тыс.5 месяцев назад
Lara Croft Shines in Tomb Raider: RTX Remix | RTX 4090
Max Payne's Shiny New Coat: RTX Remix Path Tracing | RTX 4090
Просмотров 3,4 тыс.5 месяцев назад
Max Payne's Shiny New Coat: RTX Remix Path Tracing | RTX 4090
Experience Ghost Recon: Breakpoint Like Never Before...
Просмотров 1,3 тыс.5 месяцев назад
Experience Ghost Recon: Breakpoint Like Never Before...
The Weird World of Turok 3: Nightdive's Remaster
Просмотров 3296 месяцев назад
The Weird World of Turok 3: Nightdive's Remaster
New Year, Old Games: Unreal Tournament, Total Annihilation, Battlezone II
Просмотров 3586 месяцев назад
New Year, Old Games: Unreal Tournament, Total Annihilation, Battlezone II
Holiday Ops: Exploring Ground Branch's V1034 Patch
Просмотров 2 тыс.6 месяцев назад
Holiday Ops: Exploring Ground Branch's V1034 Patch

Комментарии

  • @asdfjklo124
    @asdfjklo124 8 часов назад

    I think Halo 1 holds up better than Halo 2 graphically, Halo 2 feels like a step back in many ways with its muddy and flat overall appearance. Also that era's bloom may hold nostalgic value for many, but for me it's just aged terribly, especially with the glowing skin, a side effect of the low dynamic range (SDR) as you alluded to.

  • @dimitrikondilis1979
    @dimitrikondilis1979 13 часов назад

    Any games similar to this game out now on ps5???

  • @yeoremuthare677
    @yeoremuthare677 20 часов назад

    The problem here is the character models don't seem to be casting shadows on themselves, meaning they look just as flat as always. This is a huge step in the right direction as the environmental shadows are much improved, but to really capture that E3 nostalgia we need character models that cast shadows on their own character models.

    • @m0ssyk1m10
      @m0ssyk1m10 20 часов назад

      But they do cast shadows on themselves in this mod? It's just not easy to see it in this video

    • @m0ssyk1m10
      @m0ssyk1m10 20 часов назад

      Although since this mod doesn't use the stencil shadows used in early Halo 2 builds, but rather dynamic shadowmaps (which are used in some retail Halo 2 levels), self shadowing usually looks pixelated

  • @AudibleFist
    @AudibleFist 20 часов назад

    Does this also work on cutscenes?

    • @OfficialREVENGEMusic
      @OfficialREVENGEMusic 5 часов назад

      Yes. The cutscenes are in an engine and use the same lighting

  • @Jclarkis
    @Jclarkis 23 часа назад

    So much more dynamic, hope they use this when they restore the e3 level

  • @6StimuL84
    @6StimuL84 День назад

    The wife and I have never stopped playing it since it came out. The first game I install on any computer I get. Best RTS and the best soundtrack..... My grandson is enjoying it now also.....

  • @gradeadirector7138
    @gradeadirector7138 День назад

    The lighting is what fundamentally sets apart the Vanilla H2 we all know and love from the e3 look + earlier commercials... I've read somewhere that in order for this really to be implemented, the source code of the engine would have to be changed, which to my understanding isn't feasible.

  • @gradeadirector7138
    @gradeadirector7138 День назад

    343 should release the dev build of h2 from the IGN play through with O’ Connor

    • @protocetid
      @protocetid 23 часа назад

      343 Industries is not allowed to share builds, just certain assets

    • @gradeadirector7138
      @gradeadirector7138 23 часа назад

      @@protocetid with consideration to IP rights, I understand - but you’d think after 20+ years it would be a non issue. I’d imagine there are salvageable builds that could be “extracted” into a project like restoring Vanilla H2 into a more completed product. But I guess only time will tell.

    • @protocetid
      @protocetid 22 часа назад

      We are getting almost everything that is in Microsoft’s archives that isn’t audio and builds themselves IIRC. The last Digsite blog post shared a key plot points document for proto H1 so we know we will likely get similar information for H2. Don’t know if they’d be willing to give us a detailed script of the story, they haven’t done it for H1. Regardless I’m sure we will get enough content to fulfill Bungie’s original vision for H2 even if fans have to fill some holes themselves. The question is if there are enough talented fans who are willing to undertake such an endeavor. There would be more motivation if Microsoft did what Valve does and allowed fans to sell fan made games using their IP.

  • @iSobeyHvK
    @iSobeyHvK День назад

    Hey mate what xemu settings are you using? struggling to get my brute force to load after the first mission? seems to be a common problem on the latest xemu build

  • @monolith4653
    @monolith4653 День назад

    This mod is broken and a WIP. If it works correctly it acutally makes every thing look like it make sense. Every texture and model all look like oily acne skin in vanilla H2. Those who can't tell the differece go see Latenight gamings video on it "Why H2 look worse than CE"

    • @KnoxCarbon
      @KnoxCarbon День назад

      @@monolith4653 I'm sure that once it's finished, Halo 2 will look the way it was always meant to look. But as it stands, yeah the author has their work cut out for em.

    • @coolAL2
      @coolAL2 День назад

      even without the stencil shadows, halo 2 still looks better than halo combat evolved. That video is bs

    • @jackburton307
      @jackburton307 День назад

      @@coolAL2 you are blind af, lol

    • @alanrosete3855
      @alanrosete3855 День назад

      @@coolAL2 The title is but the video is not. It does a great work at explaining what happened and why. A better way to present that video could have been something between the lines of "What we almost had"

    • @Skylancer727
      @Skylancer727 День назад

      @@coolAL2 No Halo 2 looks pretty terrible compared to Halo CE. The main flaw to me is the lack of contrast and I do think the textures in Halo 2 show their flaws more. I mean you can easily the compression in Chief's hand holding certain guns.

  • @KnoxCarbon
    @KnoxCarbon День назад

    Hard to believe that these shadows made the OG Xbox shit itself.

    • @ThePilleroflightning
      @ThePilleroflightning День назад

      This isn’t Stencil shadows

    • @JDotLoc
      @JDotLoc День назад

      @@ThePilleroflightningthen what is it

    • @314Reactor
      @314Reactor День назад

      Most likely shadow maps: en.wikipedia.org/wiki/Shadow_mapping Stencil shadows are pixel perfect and work slightly differently: en.wikipedia.org/wiki/Shadow_volume

    • @quietnumber2317
      @quietnumber2317 День назад

      Actually, it's really easy to believe trying to put stencil volumes in a game as large scale as Halo would bring the Xbox to its knees when CE was already pushing it far and Xbox Doom 3 being a miracle.

    • @beepmoo8771
      @beepmoo8771 День назад

      fear had very high system requirements for the time and that was a pc exclusive in 2005, when it got ported the the 360 in 06 it still had frame drops. The game takes place in an office for like 95% of it, and it still brought new(for the time) tech to its knees, halo 2 with stencils would of made original Xbox's explode.

  • @programmer6394
    @programmer6394 День назад

    It is moderatly more noticable and does improve some areas. Though, other areas are aboviously just as bad. Lighting was always Halo 2's biggest flaw with its art style imo.

    • @upbeat3535
      @upbeat3535 23 часа назад

      Watch late night gamings recent halo 2 video.

  • @John630
    @John630 День назад

    Changes very little in my opinion

    • @JDotLoc
      @JDotLoc День назад

      Correct, it changes the lighting and shadows, but makes a huge difference

  • @crestofhonor2349
    @crestofhonor2349 2 дня назад

    With CRTs you could actually notice all of this. Most VGA CRTs could do at least 1024x768 and by the late 90s many could do up to 1600x1200. Some of the best out there could do resolutions like 2048x1536. The 2D sprites were just more done as a limitation of the hardware not the displays. Many CRT monitors for PCs can actually do modern games justice as I own one that can do 1920x1080 from 1994. Would have been a high end monitor at the time but still it could easily do HD resolutions.

  • @chevypreps6417
    @chevypreps6417 3 дня назад

    I prefer the newer graphics. I do not see how this level could be played the old way. Sure it is more creepy but you cannot see anything. So what is the point of making it so dark your blind as a bat. Also this mission is so buggy it is hard to complete even if you can see.

  • @aklmax_
    @aklmax_ 4 дня назад

    My brother bought an xbox that came with this game and midtown madness 3, unfortunately it was the only two games we'd ever own on xbox because we mostly used our ps2, but we spent a lot of time playing this game and it was such a phenomenal game for its time. It was unlike anything else we played back then

  • @andre-le-bone-aparte
    @andre-le-bone-aparte 4 дня назад

    Unreal Tournament & Quake III Team Arena - Sent Me Here

  • @user-me5eb8pk5v
    @user-me5eb8pk5v 6 дней назад

    Those were extreme times, kids in their big basements dreaming it big rough and smart, haggling for bitcoin in the empty void, selling polygons pride chess birth dominance control. I was always into it. Or it was always on the scedulw.

  • @GugureSux
    @GugureSux 6 дней назад

    Probably my favorite era of game graphics. Back when games looked like games, and hand-crafted art could be easily dissected by eye alone, and appreciated.

  • @blerblybliggots9801
    @blerblybliggots9801 6 дней назад

    Is that the original audio? what a banger!

    • @GugureSux
      @GugureSux 6 дней назад

      Welcome to the 90s, son.

  • @GetJesse
    @GetJesse 7 дней назад

    Loved this game. The unique stats for each race and character was a fun spin on the old formula.

  • @dipshidian
    @dipshidian 7 дней назад

    17:00 This isn’t even the classic Bump Mapping as defined by James Blinn at SIGGRAPH 1978, this is a cheaper per-vertex approximation of it. Emboss Bump Mapping was made to run on 3D cards not capable of per-pixel lighting effects, like the Voodoo 1 and 2 or Riva TNT. It looks better than having no bump mapping at all, but can’t compare to the true per-pixel variant. Outcast (a game that premiered in mid-1999) had per-pixel bump mapping (software-rendered) as far back as in prototype form when shown off at E3 1997 (as can be seen in its 1997 trailer), and Trespasser (from October 1998) had its own form of bump mapping with surface normals stored in two greyscale textures in polar co-ordinates (i.e. early Normal Mapping, also software-rendered). The first game with Emboss Bump Mapping was the Voodoo 2-enhanced 1998 re-release of Montezuma’s Return, which debuted in October 1998 along with Trespasser (which did per-pixel bump maps) but was vastly predated by Outcast’s 1997 and 1998 pre-release builds. In short, the “bump mapping” in 3DMark 99 is a 3D-card-friendly form of fake bump mapping that uses blending tricks to imitate the real classic method of bump mapping (which looked just as good as Normal Mapping does today).

  • @Xploder270
    @Xploder270 7 дней назад

    How great the UI was compared to the slow transition animation-ridden bloatware it is today

  • @danhaf77
    @danhaf77 7 дней назад

    As soon I got my 4090 I downloaded all kinds of benchmarks haha, nice!

  • @abcpea
    @abcpea 7 дней назад

    Graphics was better back then

  • @AntiGrieferGames
    @AntiGrieferGames 7 дней назад

    How is this possible?

  • @lexluthermiester
    @lexluthermiester 7 дней назад

    This takes me back... Wow have we come far!!

  • @Nocommentsuwu
    @Nocommentsuwu 7 дней назад

    Shit posting

  • @antivanti
    @antivanti 7 дней назад

    I couldn't even get it to start up at 4K but 1920*1440 worked fine with the compatibility patch. Wasn't able to get around the V-sync but it ran at 120 FPS locked using ~4% of the GPU and 5% of the CPU of my RTX 4090 and Ryzen 7800X3D 😂

  • @mhult5873
    @mhult5873 7 дней назад

    I experienced a feeling of seeing an advanced Amiga demo with this 3DMark99 🙂 Not sure, but I believe I had a Pentium 166 Mhz OC to 233 Mhz with a voodoo 2 card in 1999 🙂 Or was this computer earlier than 99?

    • @domm6812
      @domm6812 7 дней назад

      Good old Voodoo 2's

    • @blerblybliggots9801
      @blerblybliggots9801 6 дней назад

      That could be from 1999. 166mhz was a speed you could purchase starting in 96 with socket 5. If you bought the current gen in 1999, it would have been a Pentium 3 that started at 450mhz, if I remember correctly.

    • @mhult5873
      @mhult5873 6 дней назад

      @@blerblybliggots9801 Hi! 🙂 Thank you for your reply! From your reply I believe I bought (and assembled) that computer ca 1998 and had until I bought my Pentium 4. From what I remeber I bought a Matrix gpu with 2 or 4 Mb VRAM, later upgraded to 4 or 8 MB VRAM (with no increase in fps 😅) and later bought and added the Voodoo 2 when I had saved more money from my salary.

    • @mhult5873
      @mhult5873 6 дней назад

      @@domm6812 Hi! 🙂 Voodoo 2 was great imho 🙂

  • @catsspat
    @catsspat 7 дней назад

    What's that sound? Oh, it's the sound of RTX 4090 yawning🥱 😆

  • @Daimo83
    @Daimo83 7 дней назад

    Imagine what games will be like when hardware is fast enough to run these graphics!

  • @KayoMichiels
    @KayoMichiels 8 дней назад

    Fps is over 5000?

  • @pacman2k1
    @pacman2k1 8 дней назад

    i prefer on original hardware ;) ruclips.net/video/9C8YRyAKWJI/видео.html

  • @JohnCrawford1979
    @JohnCrawford1979 8 дней назад

    That's pretty impressive for 1999.

  • @Ivan-pr7ku
    @Ivan-pr7ku 8 дней назад

    Smaller geometry primitives were historically always slower to render in large numbers, due to limitations in the software programming models and hardware architectures. It wasn't until recently (DX12 Ultimate) that the entire geometry part of the rendering pipeline was properly parallelized at API level -- from the individual vertices to the higher order polygon patches. That's why even a ridiculously overpowered GPU (4090) is still exhibiting performance drops executing such old software code. Severe under-utilization.

  • @jrherita
    @jrherita 8 дней назад

    You can feel the Future Crew with this one

  • @user-zi1ip2tj8f
    @user-zi1ip2tj8f 8 дней назад

    Funny, the 3D Mark 99 runs on the internal ARM CPU of the 4090 in 8K ... XD

    • @paulanderson2963
      @paulanderson2963 8 дней назад

      I'm genuinely confused about your comment. It gives the impression that there is an ARM cpu on the Nvidia graphics card. The 4090 has no internal ARM CPU so I'm wondering if it's some sort of translation or communication error on your part.

    • @stanb1455
      @stanb1455 6 дней назад

      @@paulanderson2963 no translation error, just stupid

  • @bluemi858
    @bluemi858 9 дней назад

    This is 🔥 🔥

  • @LukeThibodeau
    @LukeThibodeau 9 дней назад

    I can see a bit of a performance hit with these graphics features. Looks like a lot of work too. I think 1440p and support for modern resolutions is enough to change the game tbh. This looks very poorly optimized. I do appreciate you making the video and putting the love into making it look this good though...just don't forget about performance!

  • @tnmrvc
    @tnmrvc 10 дней назад

    the texture smoothing makes it look like a mobile game, without it looks like a proper 90s fps masterpiece

  • @whodat9535
    @whodat9535 11 дней назад

    This was my childhood , loved this game

  • @robotkac3816
    @robotkac3816 11 дней назад

    does this no longer work? ut99 there is no normal effect. Does anyone know how to enable it?

  • @robotkac3816
    @robotkac3816 11 дней назад

    does this no longer work? ut99 there is no normal effect. Does anyone know how to enable it?

  • @Banzeken
    @Banzeken 12 дней назад

    5:28 Funny you should say that because Bump Mapping (multiple flavors of it, in fact) existed in games between 1998 to 1999, everything from Emboss (Bump) Mapping, Environment-Mapped Bump Mapping, software-rendered classic (per-pixel) Bump Mapping to Normal Mapping with per-pixel surface normals encoded using greyscale spherical “slope maps” instead of RGB-encoded pixels (like with DOT3), but also whatever quirky Normal Mapping format was supported in hardware on Sega Dreamcast (and was sadly under-used).

  • @Banzeken
    @Banzeken 12 дней назад

    X-Isle debuted shortly after the GeForce2 GTS (NV15) around mid-to-late 2000. It didn’t exist in 1999, there is no proof it did, other than unreliable sources (Polygon I think) misquoting which E3 it was first shown at (E3 1999 instead of E3 2000). It’s sad that this misinformation is being circulated as fact. There was never a version compiled in ‘99 and certainly would not have existed in mid-1999 as the GeForce 256 didn’t exist yet! It was a showcase for the multi-texturing capabilities of NV15 primarily. It runs OK on the GeForce 256, with DOT3 Bump Mapping (Normal Mapping) and everything, but Cube Mapping didn’t run very well on it. GF2 GTS handles Cube Mapping like a champ! The GeForce3 version was a later version of X-Isle from early-to-mid 2001.

  • @gambitthecajun1
    @gambitthecajun1 15 дней назад

    I think that i would love to see a remake or a new game of brute force with the gameplay of gears of war while keeping the special abilities of the 4 characters. While Gears of War is on Sera, the new brute force would be in space visiting different planets. The possibility of having a lot of different weapon would make it interesting. Just imagining Brutus hiding behind something and using his heat vision to see where are the others ennemies would be cool. And adding more characters to team. Hope for The Coalition to buy the game rights.

  • @don_teflon
    @don_teflon 17 дней назад

    When was this game released?

  • @asdfjklo124
    @asdfjklo124 17 дней назад

    0:27 By the way, if you look at the beer (oil) cans, there's a Finnish play on words there. In Finland, there's a beer brand named _Lapin Kulta,_ meaning "Gold of Lapland". In the benchmark, it's _Lapin Öljy,_ which would translate to "Oil of Lapland".

  • @ricarnuninho80
    @ricarnuninho80 22 дня назад

    I do still never receive any your adore in your past films despite my incredible results of RTX 4090. Why? 😕😓 But I may retire all "likes" for your films and I won't click more "likes" for your current/future films.