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Old 9th Jan 2008, 08:09 AM   #1
feeral
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AS:I System Requirements

What Integrated graphics cards / laptop graphics cards will work on AS:I.?

Got Mobile Intel GMA915 for the moment and probably get a new laptop with better graphic card in near future but i hope AS:I could work on Intel GMA915.
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Old 9th Jan 2008, 12:21 PM   #2
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I'd say give HL2 a try. If that runs okay, then I'm pretty sure AS:I is going to work too.
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Old 20th Jan 2008, 09:28 PM   #3
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Just curious, are bloom effects gonna be in, like how HL2 has now. And full HDR too?

It's okay if it doesn't but it would be nice.
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Old 21st Jan 2008, 03:59 AM   #4
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And may I ask what you expect from full HDR in a game that's pitchblack?

Last edited by Omega; 21st Jan 2008 at 10:38 AM. Reason: forgot an r
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Old 21st Jan 2008, 07:34 AM   #5
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We would expect that darkness to be the highest-definition darkness we've ever seen.

So, what's the answer?
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Old 21st Jan 2008, 12:40 PM   #6
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I would like lens flares and monochrome washout for my nuclear grenade asplosions.
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Old 21st Jan 2008, 12:51 PM   #7
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Can you guys seriously like.. stop trying to derail every single fucking thread you post in? Especially you, Moses. It's getting really tiresome.

I am interested in what Jimyd expected to see from HDR in a game that hasn't got a visible sun.
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Old 21st Jan 2008, 01:02 PM   #8
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Agreed...
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Old 25th Jan 2008, 12:02 AM   #9
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 Originally Posted by Omega: ( link to post ) 
And may I ask what you expect from full HDR in a game that's pitchblack?
well, so at least a light source doesn't look cheap

 Originally Posted by Wikipedia:
Preservation of detail in large contrast differences

One of the primary features of HDR is that both dark and bright areas of a scene can be accurately represented. Without HDR (sometimes called low dynamic range, or LDR, in comparison), areas that are too dark are clipped to black and areas that are too bright are clipped to white. These are represented by the hardware as a floating point value of 0.0 and 1.0 for pure black and pure white, respectively.

Graphics processor company nVIDIA summarizes one of HDRR's features in three points[4]:

* Bright things can be really bright
* Dark things can be really dark
* And details can be seen in both


The images on the right are from Crytek's FarCry, demonstrating a new patch that enables Shader Model 3.0 effects. In the HDR render (the left image), the bright light from the outside casts a blue glow where it enters using light blooming, allows details underwater to be seen, overall gives the scene more vibrance, and the darker spots have the same amount of detail compared to the low dynamic range image. In the low dynamic range render (the right image), there is no light blooming where the light enters from, and the overall scene looks dull.

Accurate preservation of light

Without HDRR, the sun and most lights are clipped to 100% (1.0 in the framebuffer). When this light is reflected the result must then be less than or equal to 1, since the reflected value is calculated by multiplying the original value by the surface reflectiveness, usually in the range 0 to 1. This gives the impression that the scene is dull or bland. However, using HDRR, the light produced by the sun and other lights can be represented with appropriately high values, exceeding the 1.0 clamping limit in the frame buffer, with the sun possibly being stored as high as 60000. When the light from them is reflected it will remain relatively high (even for very poor reflectors), which will be clipped to white or properly tonemapped when rendered.

Likewise when light passes through a transparent material, the light that passes through has a lower brightness than when the light entered. An example of the differences between HDR & LDR rendering can be seen in the images to the right, from Valve's Half-Life 2: Lost Coast which uses their Source game engine. In the example pictures, with low dynamic range rendering, much less light passes through the stained glass, causing the scene to be darker. The reason for this is that when light passes through a transparent material, it lowers the light’s brightness. In a simple example, say the stained glass can block 40% of the light. Since the highest value of the low dynamic range light is 1.0, this means a brightness of 0.6 is illuminating the other side. The high dynamic range light is perhaps 100, which means a brightness of 60 is illuminating the other side.http://en.wikipedia.org/wiki/High_dy...ange_rendering




it sets the moods a bit better, my guess is that you guys are already using it.
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Old 25th Jan 2008, 01:48 PM   #10
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I think the HDR will be less pronounced as AS is not exactly a sunny game...
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Old 25th Jan 2008, 03:05 PM   #11
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 Originally Posted by Omega: ( link to post ) 
And may I ask what you expect from full HDR in a game that's pitchblack?
I sincerely hope AS:I is not completely "pitch black". We know and expect that AS:I will be dark, but obviously, there's got to be at least some minimal amount of light in the levels because there's no point in even making a level no one can see, right? So, I'm sure there are places that HDR effects could be a nice feature, but a very minor one.

I would be more disappointed if I heard AS:I was being delayed in order to add HDR effects.
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Old 25th Jan 2008, 03:34 PM   #12
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That was just a joke. We want AS:I to be friendly to new players too.
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Old 25th Jan 2008, 05:22 PM   #13
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I could be wrong, but it sounds like HDR is done on a per map basis and is enabled or disabled client side.
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Old 26th Jan 2008, 07:02 PM   #14
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 Originally Posted by Sargoth: ( link to post ) 
<image snip>
HDR won't produce those window shines, that looks more like a simple texture, or the engines own lighting techniques. All I notice in the difference from Bloom and HDR is, HDR makes you feel more like your character has been taking magic mushrooms, so diverse colors. Also my understanding of HDR is that it renders the scene, 3 times...That means it will reduce your FPS by 3 times...thats a big drop down...
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Old 26th Jan 2008, 07:23 PM   #15
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 Originally Posted by deathispainfull: ( link to post ) 
Also my understanding of HDR is that it renders the scene, 3 times...That means it will reduce your FPS by 3 times...thats a big drop down...
Such lies! HDR can be rendered in a single pass. Generally a second pass is used for post processing to enhance the first render, and since this doesn't involve any geometry calculations the strain on the gpu is more fill rate/pixely dependant. This wouldn't always result in a 50% drop in frame rate. Also your other waffle is all bad like.
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Old 27th Jan 2008, 03:57 AM   #16
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 Originally Posted by deathispainfull: ( link to post ) 
HDR won't produce those window shines
if you look closely, the same sprites from the windows can be found on the other image. no, HDR rendering or High Definition Range rendering, do these things;

* Bright things can be really bright
* Dark things can be really dark
* And details can be seen in both
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Old 27th Jan 2008, 03:58 AM   #17
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 Originally Posted by Lotuspec: ( link to post ) 
I think the HDR will be less pronounced as AS is not exactly a sunny game...
has nothing to do with the sun, but light sources. NO game as of yet has had a sun but a bright light source in the sky.

after reading that, I completely agree with myself thats a stupid comment.

but what I ment was, like looking at this image

light sources will look like a light source in real life, and darkness will look like darkness. instead of looking like a point of texture that has a lighter color tex than the rest
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Old 27th Jan 2008, 06:23 AM   #18
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 Originally Posted by Baz: ( link to post ) 
Such lies! HDR can be rendered in a single pass. Generally a second pass is used for post processing to enhance the first render, and since this doesn't involve any geometry calculations the strain on the gpu is more fill rate/pixely dependant. This wouldn't always result in a 50% drop in frame rate. Also your other waffle is all bad like.
I'm just saying what I heard in the commentary clips in Half Life 2 : Lost Coast
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Old 27th Jan 2008, 08:02 AM   #19
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That was because they were doing extra passes for the water, if I recall correctly.
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Old 27th Jan 2008, 08:19 AM   #20
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 Originally Posted by immortius: ( link to post ) 
That was because they were doing extra passes for the water, if I recall correctly.
But doesn't that mean it will apply for the entire HL2 engine? Meaning...AS:I HDR as well?
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Old 27th Jan 2008, 05:18 PM   #21
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As long as I can adjust gamma, no game will be too dark.
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Old 27th Jan 2008, 05:44 PM   #22
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What if you're in a pit with no (real) light source?
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Old 27th Jan 2008, 06:01 PM   #23
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I think pitch dark pits won't be a problem in ASI
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Old 27th Jan 2008, 09:46 PM   #24
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The famous light source, everyone should use it.
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Old 27th Jan 2008, 10:24 PM   #25
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HDR Lense Flare for AS:I?

Simulation with obligatory noise and bloom
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Old 31st Jan 2008, 05:12 AM   #26
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 Originally Posted by Ihmemies: ( link to post ) 
I think pitch dark pits won't be a problem in ASI
If I'll ever get to know how to use Hammer...

And just to contribute to the Bloom and HDR discussion, I hate them both. HDR hurts my eyes and makes everything lag, so I always turn it off. Bloom combined with blur stops me from playing UT3 because I can't see clearly where the enemies are running because they're just huge blobs somewhere in a ball of light...Thanks bloom.

Oh, and the comparison with the windows, I'd like the option without HDR rendering, thank you. With the HDR rendering you can just run around singing CAN YOU FEEL THE SUNSHINE, DOES IT BRIGHTEN UP YOUR DAY

Ugh.
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Old 26th Jun 2008, 03:11 AM   #27
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I Wonder if AS:I will work under Wine, Linux.?
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Old 26th Jun 2008, 04:37 AM   #28
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Google. If I can do it, so can you!
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Old 1st Jul 2008, 04:44 AM   #29
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 Originally Posted by Vingummi: ( link to post ) 
I Wonder if AS:I will work under Wine, Linux.?
Well, does Steam and HL2????
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Old 1st Jul 2008, 11:06 AM   #30
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Long story short: apparently.
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