Ep3 Source engine features...

The Ep1 Source engine added HDR and better facial animation, the Ep2 version added dynamic lighting and the ability to render big open spaces.

So what technical improvements/features do you think the Ep3 Source engine will have? What would you want it to have?

Personally, even though I’m not a graphics whore I do think (and hope) that there will be some graphical improvements. It would also be nice to have a 64bit version of STEAM and the new Ep3 Source games that doesn’t suck (64bit HL2 anyone?).

Also, better AI and NPC interactions.

YES, this, this is what they need, comparing HL2 to HL, HL had more NPC and AI interaction than HL2 sort of, the AI defiantly needs to get smarter… the NPC need to be more aware of their surroundings, actually, hl and hl2 AI and NPC interaction could be considered equal, but one thing for certain is their needs to be more of it. :slight_smile:

Well I think support for DX10 is likely, along with this generations favorite effects like Ambient Occlusion (proper not the current overlay one on models) Sun Rays, Parallax Mapping(the fixed version I know its been in before but they took it out) depth of field, and per objet motion blur. These are all things I think are likely to make it into the next version. Of course it will still be scaleable to keep with Vlaves standards. Maybe even the latest version of Havok could make it in there (Their new physics effects werent actually from havoc they were something proprietary they created them selves, like the jiggle bones and large scale physics animations, which arent run by Havok at all)

I’m not sure about DX10, even today there are very few games who manage to pull it off. When I look at comparisons between a game in DX9 and DX10 mode there’s hardly any difference!

Besides, they’d be better off keeping DX9.0c and adding DX11 for those who can run it. It’s a lot more optimized compared to DX10.

DX sucks period. As for the physics engine - I honestly hope they stick with what they have and develop it further. Source’s physics are smexy and I don’t really like Havok that much.

You do realize that the Source engine uses Havok physics?

And they should just stick with DX9.0c for Ep3.

I agree.

Yeah, they’d get better results by increasing their polygon budget and texture resolution for their models a little bit.

DX9.0c is still very good these days, I’m yet to see a single DX10/DX11 game that makes me go “Wow, I have to upgrade my PC for this”.

What would be the point of this, anyway? IMO they should just wait longer and then use DX11.

Yeah, that’s what I said. They should just stick with DX9.0c for Ep3 and after that they could upgrade the Source engine for DX11.

I would like to see a better AI and parallax mapping. They should also fix some problems that appear when using more complex materials (e.g. blended materials with seamless scale, two bump maps and specularity don’t work).

The wall is flat, the face was created with parallax mapping.

It looks to me that Valve baked ambient occlusion on the diffuse maps with some of the models.

DX9 is fine. I don’t want them to do a complete overhaul of the engine, I think most will agree with me on this.

Maybe additions to the partial engine, like better rain and snow, would be awesome. Not to mention it would add a realistic touch to the game; I bet we’ll see that if we ever get to the Borealis (HOPE!!!). :freeman:

I wish hardware tesselation also worked with directx 9 games. Would be interesting to see if it would correctly increase model detail in Source games.

One thing that would be very cool is if Valve could somehow add GPU acceleration to their current physics engine. Maybe they could even add basic soft body physics for the Advisors.

support for sign language

EDIT: ^ This. And it has been confirmed. I’m pretty sure Alyx and the new character will have a lot of new gestures for the sign language.
Deformable displacements if they have a texture with a snow/ice material- Explosions and fire would make the snow “melt” like in RL.
Other than that, more awsomeness all around.

Some parallax-mapped footsteps in snow.

Yeah, Ai in every game seems to act like Helen Keller…:retard:

Being able to make Valve make games faster would be a nice feature.

Besides that, the Source engine still looks great. Though a few enhancements here and there couldn’t hurt. But I won’t be butthurt if they don’t add some worthless graphical gimmick that I could live without.

Giving npc’s hit reactions. Like when you shoot a guy and hit him in the shoulder his shoulder should fly back or he should do something to show that he got hit there and that it hurts or like if some guys running and you shoot him the leg he trips or has to crouch down. Its stupid how in HL2 u would shoot a guy and the only reaction would a grunt or an yelp. Killzone 2 does this very well.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.