Let’s stop being off-topic, two features which I think is missing from most Source games are post-process effects: Depth of Field and directional motion blur and radial blur (when the view is interpolating, not just rotating). The first one especially; In Half-Life 2, whenever I went underwater, DOF just felt missing. The screen not getting blurred felt unrealistic. I think that DOF should be usually based on position rather than distance, and should work in a way similar to how the flashlight worked in GoldSrc: If DOF is enabled, then when a scene begins to render, a line is traced from the view of the player, in the direction the camera is aiming. The end point of the ray (the pint in 3D space where the ray is blocked) is collected, and used as the position of the DOF effect. It won’t be directly affected by these results, though - There’ll be other variables, too: The final DOF position could be affected by Auto-Aim - In fact it’ll be more affected by the auto-aim target than the auto-aim itself is. And the behavior of the ray will change according to properties of sole texels (texture pixels) it hits - If the texel is translucent, and if its translucency value is above a certain level where the other side will be well visible, the ray will continue until it hits an object whose texel it hits is below the mentioned value, or completely solid. And if an object’s material uses a distortion effect, the texel’s distortion value will be used to determine a new path for the ray - In other words, it’ll create a parallax to fit with the distorted view behind the object.