@@nicoleuswhite2192genuinely dont know why baked lighting hasnt taken off even more recently, its like everyone played mirrors edge, saw that it was fucking beautiful while also running really well (no pun intended), and then just forgot about it
also better side quests and no need for collectibles, especially at every other meter.. and minimal HUD.. and traversing the world without a need of minimap or markers
@@boinqity4621 maybe same reason why most devs don't bother with textures optimisation anymore? Like that everything nowadays is 4K even if it doesn't have to be such? It can't be practically done automatically and requires a lot of manual work and modern AAA industry incentivises to make stuff fast and ship it.
It's pretty expected that the Borealis will play some part in HL3 but they will likely change the actual story of it quite significantly from what was shown in Epistle 3
I think people are understanding this "procedural generation" wrong. I think what people think it means is that it does it live on every playthrough in a way where everything will be different every time you play the game. I think what is actually happening is different. I think what it means is that it either 1: allows the level designers to more easily create really large but really detailed environments procedurally, but then let's them bake it in when they are happy with it, similar to baked lighting. Or 2: The level designers still create the rugh map, but then the procedural tech fills in the details like trees, grass, bushes, branches on the ground, small rocks, stuff like that, procedurally. That way they can save enormous amounts of storage by not including all the details in the levels and they also save on textures, but it still feels natural, because you don't have tiled textures, recurring tree and bush and stone models and so on.
Real time generation is extremely hard on your GPU. It is more likely this is used to speed up development by creating enviroments in a designated area so a developer doesn't have to go rock by rock and adjust the grass trees etc
Yes this is correct, i was about to say the same thing, its a tool which uses subjects to "paint" the environment, procedurally generating said subject (e.g. dense forest, plains, cliff face).
They wanted to, but after Alyx the codebase was too much of mess and they weren't comfortable releasing it. Garry (gmod) had to beg them for it and he's made his own branch of the engine since. It was very difficult for him to work with, and he already had experience working with Source. Imagine how awful it would be for people who aren't used to Valve's engine quirks.
I'm guessing it's an engine complicated to use compared to Unity/UE/Godot, and I don't think they are interested, neither need the money to just release an engine. Even if they release it, devs will still use Unreal Engine, it has been the most common standard since Unreal Engine 3, and if a game made in UE comes out broken/looking generic, it's the dev's fault, not the engine, the engine is just a tool, some devs know how to use it, some devs not. So in the end there is no point trying to compete with Unreal Engine or Unity, it would be like trying to make a new OS to compete with Windows/Mac/Linux, too much effort, not worth it.
@@Albert-Freeman I agree with your statement that if a game that comes out on UE5 and is poorly optimized or looks generic, it is indeed on the dev, but I do feel a part of the blame could fall on Epic Games as well. They make it way too easy to be lazy and try to use half-baked tech that doesn’t work as intended across all different games. I’ve seen a lot of indie devs release games for UE5 that have performed and looked better than most AAA games to release in recent years. It is very much a hurdle to some devs not knowing how to use the engine properly or know how to optimize the game for the different hardware out there, but there is a mind-bending amount of different hardware out there now lol
Biggest valve hype for me is that they use their own engine. Its not another UE5 slop game. You know it will work AND look good, no need to choose between the two
Месяц назад+16
Why would they choose UE when Source 2 is already a great engine? You should remember that the asset model of Unreal and Unity was inspired by Valve’s model. Valve released the SDK for the Source engine, and it wasn’t until five years later that Epic followed suit with the UDK tools for Unreal. Source was an incredibly flexible and powerful engine during its time, and it was a formidable competitor to Unreal and CryEngine back then. Valve fell behind in the engine race because they didn’t even care about their own creation until now. Essentially, Source 2 is already a powerful tool equipped with everything needed for their upcoming games, no need to use that unoptimized Unreal trash. And unlike other companies; Source engine has it long history and tremendous potential for the future.
All of you are wrongfully assuming it's the tech that makes the game when it's the devs. Even if Valve were to use UE5, you can bet the engine would actually be configured properly and run well.
why ue5 hate? its not about the engine for the most part, its about the devs. there are good ue5 games, and there are bad games on other engines, and vice versa. braindead take ngl.
Yet another armchair game dev who has no idea what they're talking about. "UE5 slop game" literally doesn't make any sense. UE5 is a powerful tool. Stop talking about stuff you don't know about.
I really can't believe we're close to know something official about Half Life 3 after all these years. I remember in 2009 speculating with my friends... man... we're old
@trolojolo6178 Who said there is something official about HL3????? Because I didn't say that. Btw, the "official" we have is the HLX leaks, we know it's an unannounced HL single player game with story and very complex mechanics. You wanted misinformation? Take 2 cups 😉
there might be a reason why they want this for CS2 which is Danger Zone comeback
Месяц назад+16
CS never tries to follow a hyper-realistic graphic style because it is an esport game, so they have to reduce many graphical elements to ensure the game runs smoothly on low to mid-range systems. Therefore, they chose a semi-realistic style for CS2, meaning a mix of realistic and cartoon-like elements. This approach allows their game to maintain visually appealing graphics in 2024 without requiring too much focus on ultra-realistic details. Hence, there is no reason for them to use this technology in CS; instead, they will reserve it for their single-player titles.
I partially agree but if they would put enough money into that company they could probably do worlds with optimized assets focused on performance not those hyperrealistic bla bla bla. so i think you're right and thats most likely but there are other possibilites just less likely
Valve is outsourcing because they are working in the ARM proton architecture and ARM hardware, probably a new Steam Deck in ARM with good perfomance bump and battery life, or the new Headset VR deckard, or a device that is both things. Something huge is cooking behind the doors
@@Climekx With difficulty no doubt, but it likely will run at "some" capacity on the steam deck. Either that or by the time the game comes out there will be a Steam Deck 2
I like UE5 games but they always run like trash for how they look. Developers rely too much on tech like nanite. It's a useful optimisation tool but it's not meant to be used how much developers use it. Valve consistently can push way higher performance and get almost as good looking graphics with Source 2. HL:A was an absolute masterpiece. CS2 can often look incredible too. And since HL games are meant to push the bar, I can only imagine how beautiful they will look and I bet still playable at high framerate on a mid tier PC.
Yeah, developers these days rely solely on Nanite and DLSS for """""optimizing"""" their games, that's why some modern games are almost 500GB in size (if not more)
@@uioup7453 Scam? I bought it on release, played the game and sold it at profit lmfao. It's truly an amazing system and was well worth it for the experience.
I have so much respect for Gabe and the team at Valve. They could have released a mediocre Half Life 3 decades ago but they didn't want to release a product that didn't evolve gaming.
Pfft. I can't defend a 17 year limbo, BUT, I will be glad to see part 3 of the best First Person Shooter in the WORLD finally come to fruition. LEGENDARY.
as Gabe said, they didnt make a half life 3 because there wasnt any innovation at the time to be made, they wanted to find the next new thing, the next technology that will push the art creativity forward.
I always assumed this, Half-Life aims to push new standards and it was not possible before. See Half-Life 2, many new games are mediocre compared to it.
@@redscarfinfinite9743 in the industry, meaning other developer.. he saw alot of creativity in other games, gabe wants to find the new technology to couple it with the title half life. Not just make a new half life game just for money
Which actually sucks because there still hasn’t been a vr game to top it, or even come close to that level, making most vr games feel not that good. Valve is always so ahead of there time when it comes to half life. True innovators
I dont think Valve has ever shyed away from outsourcing. Some prop models in Half Life Alyx are from an asset pack. I remember alot of the food models specifically being outsourced.
All realistic future valve games will probably use these assets if what you’re saying is true. I’m kinda thinking this makes the most sense for a Left 4 Dead 3 though, the only Valve game I can think of that would benefit from rogue-lite elements (nobody has ever done random generated maps on a balanced competitive game like CS as of now).
Def makes sense for HL3 to have proc gen and rogue like, it would make the game more replayable, and since a half life game is not a given, that would be a really good thing
just because its procedurally generated doesn't mean it is randomised procedural generation every time you play it. it just means an artist didn't go in a model every individual part of the map. for a half life game they aren't like to have the maps be random every time you play it, other than maybe having different areas accessible each time, maybe, like different doors locked vs open, maybe. which they experimented a bit with left for dead. but the maps weren't different each time. But even then that will likely just frustrate players who say figured out a path they prefer to take, only to find its blocked off for no real reason. for a half life game with a story to it they will want peoples experience to be the same each time they play it otherwise it wont feel like a real place. if it changes every time it feels like its not real. so if they create larger maps with multiple paths then i'd imagine everything would be the same each time. if theres a door you can open then it opens the same way every time. So procedural generation for a half life game would just be a tool used by the game developers to make the maps far more easily. but once they've made them thats it, they wont make the game be randomised. thats a whole different thiing.
If they are trying to keep their guarantee of groundbreaking innovation, it's no wonder why HL3 has taken so long. In a world where the arms race is open to the most creative, you're up against any and every budget trying to be different.
Valve should be working on Source 3, lol but as we all know. Valve can’t count to 3, it’s always been 1,2,………………(us still waiting for them to say 3 on anything lol). This sounds promising. If we actually get 3rd game with Beautiful worlds, it be epic. Hopefully it also come with Steam Os and/or steam machines or what ever they call it.
In the game Civilization: Beyond Earth there is an easter egg called Isotopic Decay Three which was a game system released before the fall of Earth. When it released so many people played it that " the economies of Earth, the EISS, and Lunar Base 1 saw drastic downturns as productivity fell to an all-time low."
One could easily assume with their Poland and Island trips that they're going to generate an arctic region for the Borealis. At least that's my assumption.
5:58 When he said: "You just signed up for building a huge amount of game. People could just stop and get out [of the car] anywhere." I think he was talking in terms of gameplay, not foliage. I.e. the stuff in levels that cannot be solved by procedural algorithms, like buildings that tell a story, overhearing soldiers, ambushes etc.
@imeverywhereandnowhere56 Yeah, thing is implementing a mod vs designing a game towards vr are very different (Im a game dev), if they wanted to implement vr, theyd have to design the game around vr and desktop play
Models can be imported and exported. Plus theres no knowing why valve makes connections. Could be for inspiration. Besides they could ask specific requests for specific purpose
The technical possibilities in a open world would be endless. To the physics down to the gameplay mechanics, like dude!!! …….. ….Ok why am I geeking over a game as if it’s was a fully functional fusion reactor that would provide infinite clean power source, I shouldn’t be that excited. But I can’t help it.
just because something is “made for” a game engine doesn’t mean you can change it for another system, that is the main work for a lot of these companies they pay them for adapting to there own engines or systems, I have done this for my job in the past as most companies do not upgrade and still use very old systems, valve is not that kind of studio but I’m sure they have too adapt it for source 2, remember when it was leaked valve was using in other engines, this could have been the reason
I would see one of these huge biomes used for Cs2 in parallel with HL3, if they would do a new danger zone, or a battle royale cs mod. I would so play that. Or a CS/HL hybrid battle royale, keeping the mechanics, on huge maps, some of Garry's mod construction freedom... Don't mind me, I'm just day dreaming...
You know what would be awesome for unreal 5... destruction, imagine able to have a destructive environment in a war game where artillery hits all around you and destroy the ground and the trees around it.
Unreal 5 games are unoptimized enough, the better answer is to just use a different engine like Valve is already doing that does have destructible environments already that doesn't require a nasa computer to run.
I can imagine that we will revisit the BMRF in future titles, as i got the feeling that time travels might become a thing. The ending of Alyx and the interview with Michael Shapiro are the newest hints, but also teleportation itself, is by further means a kind of time travel. As well that dangerous weapon on the Borealis, could be a time machine, and it would also explain why Aperture Science did build it in a subterranean dry dock, with the intension to teleport it out - Most likely many years before the BMRF reached Xen, what led to the catastrophe. Maybe Gman travelled back in time, to make Aperture build that ship before the Combine arrived. Time travels could be also a gimmick to make the game innovative again, and could take advantage of different kinds of biomes, instead of placing maps with the same landscape after each other and also give the foundation for countless games and settings within the HL universe. I really hope to revisit the BMRF, since it's my favourite location of all HL games, but its most likely just for one chapter, as a whole game in that setting would limit the possibilities for innovations and is not necessary with Black Mesa and HL:RTX on Steam.
Most of the value of RealBiomes is the scans, the biome tools and other UE5 specific stuff are pretty basic and are just there to get you started building with their assets. The existing scans could be used in source, but a new scan would be exciting. That would explain why they haven't released anything in ages...
twist! its a cross over between half life and portal called half portal. it will involve gravity guns, Portal guns, and shooting head craps into enemies.
honestly, i think its gonna be Half Life: Barney, basically, blue shift 2, what happened when he got on the train in episode one, cuz the countryside in hl2 ep2 fits with this terrain biomes thing
I wonder if that is what they are going to use it for. I just worry since a bunch of open world games feel pretty empty even though there are assets everywhere. So if they do end up doing Procedural Biomes hopefully they have some new tech in mind to keep it from being a ton of space devoid of gameplay.
This kind of outsourcing happens all the time. Perpetually. This is a next-gen replacement for SpeedTree, which is an industry-standard method of generating foliage, used by many, many games, since around the launch of HL2. Seeing a biome generator in the list of license cards at the start of a game would be be similar to seeing SpeedTree in the license cards... or, in HL2's case, before Intel ruined it for everyone, seeing something like Havok.
Real Biomes isn't a next-gen replacement for Speedtree at all - Speedtree is a program used to create foliage and vegetation from scratch, Real Biomes is a series of pre-made asset packs which also contain pre-made photo scanned foliage and vegetation. They are two completely different tools, Speedtree creates assets, Real Biomes contains assets.
@bkincz SpeedTree is used by teams to make environs with foliage......... by using the foliage from SpeedTree. Real Biomes will be used by teams, to make environs which contain foliage. I would like you to explain to me, in detail, where a team is going to simultaneously use *both* solutions in the same map.
@@SeanJMay no, Speedtree is used to make foliage and vegetation. Its a node based modelling program that creates foliage and vegetation. Real Biomes is a collection of pre made assets, as in the foliage and vegetation are already made. Again, Real Biomes are asset packs, thats why they are themed around specific biomes. Speedtree is a program that creates assets, it's not an asset pack. You must be getting Speedtree confused with their marketplace where they sell pre-made foliage. But Speedtree itself is a node based modelling program.
in the beginning i was so stoked or UE5, it looked so good and they hyped up the techniologies like theyd be just as good as RT and LOD but cost less performance, and now you get games that look the same, ghost, have aliasing issues, blur, and cost the most of anygame performance wise while not looking as good as something like Frostbite did for BF5 lmao
HL has always been about physics and interactive environment. If there is going to be a HL3 it will have interaction on the scale of things we have never seen in video games before. "Detailed environments" wont be their main focus. It will be how we inyeract with them.
Realbiomes are not made for PROCEDURAL generated biomes... Its an art company that specializes on foliage and other nature assets - making them Realbiomes because they work extensively on different vegetation. This doesnt mean that half life 3 would include procedurally generated biomes
I believe they're trying to beat Epic's engine, while Valve is dominating the storefronts Epic is dominating the game engine, and Valve wants to have both.
HL1 and HL2 were both groundbreaking games, I predicted years ago they would not entertain another Half life game until they feel like they can make a truly groundbreaking game again, I believe this time it will have to be VR capable and Valve knew this and patiently waited until the tech was good enough to market a release. Half life-Alyx was the beta test.
I hope it won't be like turbo realistic 8k textures, and shit, cuz my PC won't be able to run that stuff lol. I hope they will make it a bit stylized, and optimized, but still very beautiful
half life 2 lost coast 2 boutta be fire
I got the joke abt "3"
Half Life: Kleiner xd
Ricochet 2 is gonna be game of the century
cant wait!
Half-Life 2: Newfound Beachside
twist, they're only doing this to update the ending scenes of Portal 1 & 2
Wdym
I feel like it’s for HLRTX lol
hahahaha......*crying*
Valve is alongside Volvo on the list lmao
Volvo plz fix 🙏
Volvo plz make procedural car gaem
Valve, Volvo, Vulva?
Volvo product placement in HL3 bout to go craaaazy
@@LukeLane1984 valvo?
Time also for Valve to show the world way better AAA game optimization than all these Unreal Engine 5 games.
Beautiful graphics and high framerates.
Also baked lighting for maps that don't need ray tracing.
*ahem* and with cool original and creative ideas for the gameplay *ahem*
@@nicoleuswhite2192genuinely dont know why baked lighting hasnt taken off even more recently, its like everyone played mirrors edge, saw that it was fucking beautiful while also running really well (no pun intended), and then just forgot about it
also better side quests and no need for collectibles, especially at every other meter.. and minimal HUD.. and traversing the world without a need of minimap or markers
@@boinqity4621 maybe same reason why most devs don't bother with textures optimisation anymore? Like that everything nowadays is 4K even if it doesn't have to be such? It can't be practically done automatically and requires a lot of manual work and modern AAA industry incentivises to make stuff fast and ship it.
Scans in Iceland, the ship Borealis being in a snowy environment. Borealis in Half Life 3 confirmed I'd say
It's pretty expected that the Borealis will play some part in HL3 but they will likely change the actual story of it quite significantly from what was shown in Epistle 3
"Why would Valve outsource for art assets?"
Status Quo these days. Resident Evil 4 used Quixel assets.
And is Quixel good?
because, with photogrammatery, you can only get so good to a point since it's a digitized version of the real thing
why would valve hire someone to make the assets this is absurd, i thought they used magic, i have been lied to
I'm just reminded of people hearing sound effects in other media and saying "omg its the sound effect of a destroyed sentry from tf2!!!"
not really anything new; iirc turtle rock studios developed counter strike source and l4d series with valve, came out great
I think people are understanding this "procedural generation" wrong. I think what people think it means is that it does it live on every playthrough in a way where everything will be different every time you play the game. I think what is actually happening is different. I think what it means is that it either 1: allows the level designers to more easily create really large but really detailed environments procedurally, but then let's them bake it in when they are happy with it, similar to baked lighting. Or 2: The level designers still create the rugh map, but then the procedural tech fills in the details like trees, grass, bushes, branches on the ground, small rocks, stuff like that, procedurally. That way they can save enormous amounts of storage by not including all the details in the levels and they also save on textures, but it still feels natural, because you don't have tiled textures, recurring tree and bush and stone models and so on.
Real time generation is extremely hard on your GPU. It is more likely this is used to speed up development by creating enviroments in a designated area so a developer doesn't have to go rock by rock and adjust the grass trees etc
so procedural generation generates procedurally, got it
Yes this is correct, i was about to say the same thing, its a tool which uses subjects to "paint" the environment, procedurally generating said subject (e.g. dense forest, plains, cliff face).
Valve needs to release source 2 engine to the public to use instead of UE5
They wanted to, but after Alyx the codebase was too much of mess and they weren't comfortable releasing it. Garry (gmod) had to beg them for it and he's made his own branch of the engine since. It was very difficult for him to work with, and he already had experience working with Source. Imagine how awful it would be for people who aren't used to Valve's engine quirks.
I'm guessing it's an engine complicated to use compared to Unity/UE/Godot, and I don't think they are interested, neither need the money to just release an engine.
Even if they release it, devs will still use Unreal Engine, it has been the most common standard since Unreal Engine 3, and if a game made in UE comes out broken/looking generic, it's the dev's fault, not the engine, the engine is just a tool, some devs know how to use it, some devs not.
So in the end there is no point trying to compete with Unreal Engine or Unity, it would be like trying to make a new OS to compete with Windows/Mac/Linux, too much effort, not worth it.
@@Waffle4569 that’s fair I didn’t know that valves source engine was so difficult to work with.
@@Albert-Freeman I agree with your statement that if a game that comes out on UE5 and is poorly optimized or looks generic, it is indeed on the dev, but I do feel a part of the blame could fall on Epic Games as well. They make it way too easy to be lazy and try to use half-baked tech that doesn’t work as intended across all different games. I’ve seen a lot of indie devs release games for UE5 that have performed and looked better than most AAA games to release in recent years. It is very much a hurdle to some devs not knowing how to use the engine properly or know how to optimize the game for the different hardware out there, but there is a mind-bending amount of different hardware out there now lol
Gotta use S&box
Can't wait to see those new biomes for the new Day of Defeat 👌
A new day of deafeat would go hard asf
Nah these are for Gunman Chronicles.
Day of defeat: Pacific Offensive
They're cooking with Ricochet 2
@@CHNHBH dafuq where is my project א
Wait, Valve and Volvo are not same company? :0
maybe
Man how can you not know volvo is a car company
They're not giving us Half Life 3 because you guys asked Volvo to make it!!!
@@lyure8939 Honestly, this is one of those comments that's equally likely to be a joke or legitimate.
VALVO
Biggest valve hype for me is that they use their own engine. Its not another UE5 slop game. You know it will work AND look good, no need to choose between the two
Why would they choose UE when Source 2 is already a great engine? You should remember that the asset model of Unreal and Unity was inspired by Valve’s model. Valve released the SDK for the Source engine, and it wasn’t until five years later that Epic followed suit with the UDK tools for Unreal. Source was an incredibly flexible and powerful engine during its time, and it was a formidable competitor to Unreal and CryEngine back then. Valve fell behind in the engine race because they didn’t even care about their own creation until now. Essentially, Source 2 is already a powerful tool equipped with everything needed for their upcoming games, no need to use that unoptimized Unreal trash. And unlike other companies; Source engine has it long history and tremendous potential for the future.
I think thats his point
All of you are wrongfully assuming it's the tech that makes the game when it's the devs.
Even if Valve were to use UE5, you can bet the engine would actually be configured properly and run well.
why ue5 hate? its not about the engine for the most part, its about the devs. there are good ue5 games, and there are bad games on other engines, and vice versa. braindead take ngl.
Yet another armchair game dev who has no idea what they're talking about. "UE5 slop game" literally doesn't make any sense. UE5 is a powerful tool. Stop talking about stuff you don't know about.
I really can't believe we're close to know something official about Half Life 3 after all these years.
I remember in 2009 speculating with my friends... man... we're old
@trolojolo6178 Who said there is something official about HL3????? Because I didn't say that.
Btw, the "official" we have is the HLX leaks, we know it's an unannounced HL single player game with story and very complex mechanics.
You wanted misinformation? Take 2 cups 😉
It's still possible. A good reason we have Half-Life Alyx (VR game) but at the end, there was a plot twist which changes the end of HL2 Episode 2.
@@Cornholio_X Exactly
@@SweetFlexZHLX is just Half Life RTX I believe
There’s nothing official about it. It’s not happening.
there might be a reason why they want this for CS2 which is Danger Zone comeback
CS never tries to follow a hyper-realistic graphic style because it is an esport game, so they have to reduce many graphical elements to ensure the game runs smoothly on low to mid-range systems. Therefore, they chose a semi-realistic style for CS2, meaning a mix of realistic and cartoon-like elements. This approach allows their game to maintain visually appealing graphics in 2024 without requiring too much focus on ultra-realistic details. Hence, there is no reason for them to use this technology in CS; instead, they will reserve it for their single-player titles.
I partially agree but if they would put enough money into that company they could probably do worlds with optimized assets focused on performance not those hyperrealistic bla bla bla. so i think you're right and thats most likely but there are other possibilites just less likely
@robmcg2863 probably not xD but only valve has the real numbers
nobody wants that tbh
@@kabareciarz Based on the fact that quite a few people want this mode to return, I guess Danger Zone has a certain loyal fan base.
Valve is outsourcing because they are working in the ARM proton architecture and ARM hardware, probably a new Steam Deck in ARM with good perfomance bump and battery life, or the new Headset VR deckard, or a device that is both things. Something huge is cooking behind the doors
No, their hardware employees are not the same as their software ones
@@me67galaxylifeOf course not it’s not the same profession
Their cooking up the Deckard
I mean yes, but this isn't at all related to this video.
ARM
Finally, the Ricochet overhaul update we've all been waiting for.
Gonna need RTX 6090 for this one🔥🗣📢🔥
it will run on steam deck for sure
@@Climekx With difficulty no doubt, but it likely will run at "some" capacity on the steam deck. Either that or by the time the game comes out there will be a Steam Deck 2
Gonna need Steam Deck 2 for this one 🔥🗣📢🔥
@@DaveAgainstVileEvil good
optimization...
If my current pc lasts up to half life 3, i might just get it and see whether it’ll explode on opening it
I like UE5 games but they always run like trash for how they look. Developers rely too much on tech like nanite. It's a useful optimisation tool but it's not meant to be used how much developers use it. Valve consistently can push way higher performance and get almost as good looking graphics with Source 2. HL:A was an absolute masterpiece. CS2 can often look incredible too. And since HL games are meant to push the bar, I can only imagine how beautiful they will look and I bet still playable at high framerate on a mid tier PC.
Yeah, developers these days rely solely on Nanite and DLSS for """""optimizing"""" their games, that's why some modern games are almost 500GB in size (if not more)
"HL:A was an absolute masterpiece" Bro fell for the Steam Headset scam 😂😂😂
@@uioup7453 Scam? I bought it on release, played the game and sold it at profit lmfao. It's truly an amazing system and was well worth it for the experience.
@@uioup7453 😂😂😂😂 I can't believe it fr
@uioup7453 ah yes a full game that looks beautiful, a "scam". Grow up
I have so much respect for Gabe and the team at Valve. They could have released a mediocre Half Life 3 decades ago but they didn't want to release a product that didn't evolve gaming.
Agreed. I respect that "double or nothing" mindset they have as developers.
Pfft. I can't defend a 17 year limbo, BUT, I will be glad to see part 3 of the best First Person Shooter in the WORLD finally come to fruition. LEGENDARY.
as Gabe said, they didnt make a half life 3 because there wasnt any innovation at the time to be made, they wanted to find the next new thing, the next technology that will push the art creativity forward.
Yeah but he also said there's no shortage of innovation right now
I always assumed this, Half-Life aims to push new standards and it was not possible before. See Half-Life 2, many new games are mediocre compared to it.
@@redscarfinfinite9743 in the industry, meaning other developer.. he saw alot of creativity in other games, gabe wants to find the new technology to couple it with the title half life. Not just make a new half life game just for money
And boy do we need that. The gaming industry is so stale and recycled at the moment, and has been for years. Come on Valve, do it!
@@redscarfinfinite9743 theres no shortage probly cuz of the industry lack of innovation
Gonna need gt520 for this one🔥🗣📢🔥
A gpu from 2011?
@@Darnk715 idk this is dead my old videocard
Will it run on my 486?? 🗣🔥🔥🔥
Encouraging. HL Alyx is one of the best games I've ever played.
Which actually sucks because there still hasn’t been a vr game to top it, or even come close to that level, making most vr games feel not that good. Valve is always so ahead of there time when it comes to half life. True innovators
Being a private company and also having the business principle of perfection before release really helps
Can thank facebook/meta for making VR on mobile slop... only VR that was worth my time so far was HL Alyx, Vrchat, and sim racing/flying.
Gabe Newell on the day of release: And now we are proud to announce... Half-Life Source with RTX
exactly lol
I dont think Valve has ever shyed away from outsourcing. Some prop models in Half Life Alyx are from an asset pack. I remember alot of the food models specifically being outsourced.
All realistic future valve games will probably use these assets if what you’re saying is true. I’m kinda thinking this makes the most sense for a Left 4 Dead 3 though, the only Valve game I can think of that would benefit from rogue-lite elements (nobody has ever done random generated maps on a balanced competitive game like CS as of now).
Def makes sense for HL3 to have proc gen and rogue like, it would make the game more replayable, and since a half life game is not a given, that would be a really good thing
just because its procedurally generated doesn't mean it is randomised procedural generation every time you play it. it just means an artist didn't go in a model every individual part of the map. for a half life game they aren't like to have the maps be random every time you play it, other than maybe having different areas accessible each time, maybe, like different doors locked vs open, maybe. which they experimented a bit with left for dead. but the maps weren't different each time. But even then that will likely just frustrate players who say figured out a path they prefer to take, only to find its blocked off for no real reason.
for a half life game with a story to it they will want peoples experience to be the same each time they play it otherwise it wont feel like a real place. if it changes every time it feels like its not real. so if they create larger maps with multiple paths then i'd imagine everything would be the same each time. if theres a door you can open then it opens the same way every time.
So procedural generation for a half life game would just be a tool used by the game developers to make the maps far more easily. but once they've made them thats it, they wont make the game be randomised. thats a whole different thiing.
will this run on my 486?
you may need to upgrade to 3DFX AGP card
i think its a joke from E3
How much dedicated WAM is recommended
@@BreadTeleporter1968dedotated*
Here's the stuff you won't get on your 486
If they are trying to keep their guarantee of groundbreaking innovation, it's no wonder why HL3 has taken so long. In a world where the arms race is open to the most creative, you're up against any and every budget trying to be different.
Believing in half life 3 is like believing in a religion. It all makes sense if you believe in it. From the outside it looks like grasping at straws.
3:33 POLAND MENTIONED
Don’t translate his username!!
Unfortunately
Dirlewagner FTW
Valve should be working on Source 3, lol but as we all know. Valve can’t count to 3, it’s always been 1,2,………………(us still waiting for them to say 3 on anything lol).
This sounds promising. If we actually get 3rd game with Beautiful worlds, it be epic. Hopefully it also come with Steam Os and/or steam machines or what ever they call it.
Valve did a lot of R&D on photogrammetry in the past. I assume it's related to that.
In the game Civilization: Beyond Earth there is an easter egg called Isotopic Decay Three which was a game system released before the fall of Earth. When it released so many people played it that " the economies of Earth, the EISS, and Lunar Base 1 saw drastic downturns as productivity fell to an all-time low."
One could easily assume with their Poland and Island trips that they're going to generate an arctic region for the Borealis. At least that's my assumption.
5:58 When he said: "You just signed up for building a huge amount of game. People could just stop and get out [of the car] anywhere." I think he was talking in terms of gameplay, not foliage. I.e. the stuff in levels that cannot be solved by procedural algorithms, like buildings that tell a story, overhearing soldiers, ambushes etc.
I will love to see a vr port of the new half life
That would be awesome
i bet they're going to market it playable in both ways
There will be both version and interplayable.
nah too much cost and time then @@danielezero
@imeverywhereandnowhere56 Yeah, thing is implementing a mod vs designing a game towards vr are very different (Im a game dev), if they wanted to implement vr, theyd have to design the game around vr and desktop play
Models can be imported and exported.
Plus theres no knowing why valve makes connections. Could be for inspiration.
Besides they could ask specific requests for specific purpose
Even though the Half-Life formula is already brilliant as it is, an open-world Half-Life game would pop off
The technical possibilities in a open world would be endless. To the physics down to the gameplay mechanics, like dude!!!
……..
….Ok why am I geeking over a game as if it’s was a fully functional fusion reactor that would provide infinite clean power source, I shouldn’t be that excited. But I can’t help it.
I believe one of the reasons why thry are not doing their own (or not confirmed at least) and outsourcing such advanced tech could be patents
i just hope that my potato ass PC can actually run it
After retconning things with HL Alyx, I’m not enthusiastic about new games in the series, but still curious to see what they’re working on.
Anyone else notice how much louder this guy's voice gets during the shilling segment? 😒
you really need to hear the ad
just because something is “made for” a game engine doesn’t mean you can change it for another system, that is the main work for a lot of these companies they pay them for adapting to there own engines or systems, I have done this for my job in the past as most companies do not upgrade and still use very old systems, valve is not that kind of studio but I’m sure they have too adapt it for source 2, remember when it was leaked valve was using in other engines, this could have been the reason
Real biomes have two of the Half-Life environments we played: Desert for Black Mesa facilities, and forest for White forest. It fits perfectly.
These will just be the backgrounds you see in the distance from hand crafted maps.
density should never be traded for distance when it comes to open world games.
Star citizen has been doing this on a planetary scale for the past 5 years
I would see one of these huge biomes used for Cs2 in parallel with HL3, if they would do a new danger zone, or a battle royale cs mod. I would so play that. Or a CS/HL hybrid battle royale, keeping the mechanics, on huge maps, some of Garry's mod construction freedom... Don't mind me, I'm just day dreaming...
you mentioning cs2 made me wonder if they're going to use some of that stuff for dangerzone since they're working with them anyways.
I bet in the new maps of CS2 This is used for that 100% i mean Basalt is absolutely beautiful and super realistic.
You know what would be awesome for unreal 5... destruction, imagine able to have a destructive environment in a war game where artillery hits all around you and destroy the ground and the trees around it.
Valve doesn’t need to leave source 2
Unreal 5 games are unoptimized enough, the better answer is to just use a different engine like Valve is already doing that does have destructible environments already that doesn't require a nasa computer to run.
Firstly, we don't need Valve to switch to the mess that is UE5
Secondly, there were some rumors regarding possible voxel-based destruction in HLX
Are we actually going to get moss generation this time?
I can imagine that we will revisit the BMRF in future titles, as i got the feeling that time travels might become a thing.
The ending of Alyx and the interview with Michael Shapiro are the newest hints, but also teleportation itself, is by further means a kind of time travel. As well that dangerous weapon on the Borealis, could be a time machine, and it would also explain why Aperture Science did build it in a subterranean dry dock, with the intension to teleport it out - Most likely many years before the BMRF reached Xen, what led to the catastrophe. Maybe Gman travelled back in time, to make Aperture build that ship before the Combine arrived.
Time travels could be also a gimmick to make the game innovative again, and could take advantage of different kinds of biomes, instead of placing maps with the same landscape after each other and also give the foundation for countless games and settings within the HL universe. I really hope to revisit the BMRF, since it's my favourite location of all HL games, but its most likely just for one chapter, as a whole game in that setting would limit the possibilities for innovations and is not necessary with Black Mesa and HL:RTX on Steam.
outsourcing is the standars nowadays in a lot of studios, all assets made outside
This could just be for skyboxes...
I had no idea Josh Homme is that successful in SW industry too.
My great great grandson on the Mars underground colony is gonna love playing Half-Life 3 when it releases.
That shark statue is dope.
CS Skin shop placement is crazy after i just watched the new coffezilla video
why does gabe look like a cult leader in that opening clip
Most of the value of RealBiomes is the scans, the biome tools and other UE5 specific stuff are pretty basic and are just there to get you started building with their assets. The existing scans could be used in source, but a new scan would be exciting. That would explain why they haven't released anything in ages...
Valve will likely have RealBiomes create some middleware for them similar to SpeedTree only much more advanced.
IF they make it, it is gonna be a genre defining title
5:30 Yes, they would if they remade DangerZone for example. Too much confirmation bias
i love the way source 2 looked in Alyx, Im just ready to see how good there next games will look
I can't believe it's happening
All I can think of is Danger Zone !
I could see them needing this for a HL entry. Traversing through dimensions or time.
twist! its a cross over between half life and portal called half portal. it will involve gravity guns, Portal guns, and shooting head craps into enemies.
Head craps LMFAO
Oh sweet, we're going to see real-time procedural moss growing!
Gabe now looks like the guy opening scene T2 that Terminator tosses threw the window on the grill and takes his clothes lol. You forgot to say please
*Valve: drops Half-Life 3
*my pc: 🔥🔥🔥🔥
100% for HLX
No I bet it's for deadlock
@@CDM14y nah it's gotta be for Ricochet
Take a shot every time this dude says "Velve".
🤣🤣
So refreshing to see not every ''next gen'' game will NOT be blurry UA5 slop
honestly, i think its gonna be Half Life: Barney, basically, blue shift 2, what happened when he got on the train in episode one, cuz the countryside in hl2 ep2 fits with this terrain biomes thing
HL2 earie ambience come from the very fact that the world is sucked dry and is empty from biome, so interested in the setting
I wonder if that is what they are going to use it for. I just worry since a bunch of open world games feel pretty empty even though there are assets everywhere. So if they do end up doing Procedural Biomes hopefully they have some new tech in mind to keep it from being a ton of space devoid of gameplay.
This leds to multiverse type mechanics.
This kind of outsourcing happens all the time. Perpetually.
This is a next-gen replacement for SpeedTree, which is an industry-standard method of generating foliage, used by many, many games, since around the launch of HL2. Seeing a biome generator in the list of license cards at the start of a game would be be similar to seeing SpeedTree in the license cards... or, in HL2's case, before Intel ruined it for everyone, seeing something like Havok.
Real Biomes isn't a next-gen replacement for Speedtree at all - Speedtree is a program used to create foliage and vegetation from scratch, Real Biomes is a series of pre-made asset packs which also contain pre-made photo scanned foliage and vegetation. They are two completely different tools, Speedtree creates assets, Real Biomes contains assets.
@bkincz SpeedTree is used by teams to make environs with foliage......... by using the foliage from SpeedTree.
Real Biomes will be used by teams, to make environs which contain foliage.
I would like you to explain to me, in detail, where a team is going to simultaneously use *both* solutions in the same map.
@@SeanJMay no, Speedtree is used to make foliage and vegetation. Its a node based modelling program that creates foliage and vegetation. Real Biomes is a collection of pre made assets, as in the foliage and vegetation are already made. Again, Real Biomes are asset packs, thats why they are themed around specific biomes. Speedtree is a program that creates assets, it's not an asset pack. You must be getting Speedtree confused with their marketplace where they sell pre-made foliage. But Speedtree itself is a node based modelling program.
Imagine if Elite Dangerous was focused enough to have incorporated tech like this into their game/engine.
I love an informative video that actually has some work put into it. It's rare to see actual research nowadays. 👍
in the beginning i was so stoked or UE5, it looked so good and they hyped up the techniologies like theyd be just as good as RT and LOD but cost less performance, and now you get games that look the same, ghost, have aliasing issues, blur, and cost the most of anygame performance wise while not looking as good as something like Frostbite did for BF5 lmao
Finally real time moss has been presented
I think we also will see smart npcs that can actually react to the players real dialogue.
Im gonna start crying if its Left 4 Dead 3 in which they mentioned was supposed to be an open-world if I remember correctly.
HL has always been about physics and interactive environment. If there is going to be a HL3 it will have interaction on the scale of things we have never seen in video games before. "Detailed environments" wont be their main focus. It will be how we inyeract with them.
Imagine that tech for Left4Dead 3 🤯
Realbiomes are not made for PROCEDURAL generated biomes... Its an art company that specializes on foliage and other nature assets - making them Realbiomes because they work extensively on different vegetation. This doesnt mean that half life 3 would include procedurally generated biomes
HL3 is what will make me buy a new PC.
I believe they're trying to beat Epic's engine, while Valve is dominating the storefronts Epic is dominating the game engine, and Valve wants to have both.
HL1 and HL2 were both groundbreaking games, I predicted years ago they would not entertain another Half life game until they feel like they can make a truly groundbreaking game again, I believe this time it will have to be VR capable and Valve knew this and patiently waited until the tech was good enough to market a release. Half life-Alyx was the beta test.
Will we be graced with some new kind of source engine update thingy? Could EZ dethrone unweal and unitree.
Twist. HL3 will be on Source 3
so we are finally getting real time moss growth!
In half life 3 we will see the valve back in his head guys full face looking at us and realize its actually the guy has valve in his eye too.
I hope it won't be like turbo realistic 8k textures, and shit, cuz my PC won't be able to run that stuff lol. I hope they will make it a bit stylized, and optimized, but still very beautiful
2:33 - Simon Fuchs - Glad for him.
Half Life with an open world? That lit
0:57 Funny how valve and volvo are right next to eachother.
There were RUclips channels purely dedicated to news of Half-Life 3 that kept posting for years, I wonder if they are still alive