Half Life 2 in Unreal Engine 3, holy shit

It’s just some screenshot of City 17 but it looks incredible.

https://www.polycount.com/forum/showpost.php?p=2037585&postcount=3431

I remember these photos. They still look amazing, almost like concept art. No way that could have been the poly budget though, even if they did a UE3 version. There’s just too much stuff in the scene.

You remember them? That post is from yesterday.

https://forums.blackmesasource.com/showthread.php?p=522247#post522247

That’s quite a bit of progress though.

I strangely remember seeing them too, or at least something very alike.

EDIT: I just got Keresh’d.

I thought that looked familiar xD it is damn sexy though.

Oh that’s what Kenny meant. So cool.

Why can’t Source do that? :frowning:

I wonder if this is even playable. UE3 was released about 3 years after Source was finished and I suppose had a more modern base to build on, while Source, even with its upgrades, could only be upgraded so far.

I’d honestly probably still rather play on Source though.

Someone should do it in Cryengine.

I hope Source 2 can look as good as that, at least.

I could imagine it is playable with 1920*1080, 30 FPS, all settings (that are available) maxxed on a modern gaming rig (if not even 60 FPS, UEngine is a beast when it coemes to polygons if used and optimized correctly).

And then it is also ported to UEngine 4 which should make it even faster when it comes to polygons.

I could imagine it playable at a good resolution with a reasonably high FPS on a ok rig. UE3 looks super fantastic, but come on, it’s not impossible to run. More demanding games and engines exist.

That looks great!

Is it just me, or is UE3 particulary good at rendering rundown alleyways?

It looks awesome still.

It has the perfect gritty look. UE3 is really good at doing rundown looking scenes.

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.