Xen Timeline

This is only slightly related, but do the BMS devs still hire animators, or anyone else for that matter, or no? I want to help them with stuffs for animations.

Your question was answered by TextFAMGUY1 just a few comments earlier.

Will the Xen Garg have its shockwave back?

Will the system requirements for Xen be higher than for BM?

Xen will likely be as demanding as STU was, if not a little moreso.

STU was more demanding?
Well, the new shadows are, but also only if you set them to the highest quality. Which is really odd though, I mean on “high” it works fine, as soon as you set it to “soft-shadows” it tanks the FPS completely. Like seriously, normaly you get anywhere between 60 and 160fps but soft shadows cut that down to 20-50fps. In no other game does the shadow option have such a huge impact. Not even NVIDIA PCSS in GTA V on my AMD card.

thats because Source wasnt originally designed for real time shadows. CSM is really demanding.

it really really doesn’t matter if an engine wasn’t originally designed for something. Like not at all, especially graphical effects. Also have a look at that: youtube.com/watch?v=bMjXx-KweIo

That video showcases a mod in which some guy replaced the standard forward render path with a deferred renderer, changing how shading works entirely. When the Source engine was conceived, this type of rendering wasn’t even considered, but watch that video. It works fine.

Dear god, I can’t even imagine the amount of work that must have taken to get ingame. This guy managed it without engine access, even.

I will say that while it’s technically possible, we shouldn’t expect that in BM. The amount of re-working it would take to not only make a deferred renderer from scratch (and it would have to be since Source is a forward renderer), but get all the currently existing maps, shaders, and effects running as intended in them… It’s certainly not something that would be worth the devs time right now, and if they ever decide to go for it, it’s gonna be on its own seperate, non-public fork in case everything breaks. (Which it probably will, a few times at least, knowing even roughly how these systems work [and yes, even with the guy who made the video having posted his source])

well of course not, I just wanted to show, that effects like that are not impossible just because it’s the Source Engine, in response to @AsinoEsel

I wish there was some way to show you guys how much I appreciate your efforts.

Thank you.

I will feel a little bit sad after you release the game. This anticipation and waiting was a part of my life for a long time (more than 10 years now). I was a teenager when you started this project. Now I live an adult’s life. I feel nostalgic already.

Again, thank you.

Titanfall is a great example of how the Sauce Engine can be pimped to incredible levels.

I.e. completely replaced by a team of professional coders who’d already had over a decade of experience turning Quake 3 into COD

Only the base is the same of the engine, they made a complete new rendering engine on top

I mean it’s just a bunch of letters, symbols and numbers, you can do anything to it if you throw out enough of it

This is absolutely true. I asked Chetan, our graphics programmer, and he confirmed this by explaining that in order to CSM you basically just Notepad the shit out of the engine until your shadows are dynamic and realtime.*

*Disclaimer: He didn’t actually say this and I just completely made it up.[/size]

I know. It’s like the Ship of Theseus. Is it still Sauce? Or is it something entirely new?

So in fact, if u have a car and u replace every part of it with a new part, u still have the same car or a new one?

It’s a different car because every single part of it was replaced, so it’s technically a different entity.

IT is more like the old rat rods, only with the care going into the exterior and interior with only the frame being left.

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.