https://store.steampowered.com/app/220/HalfLife_2/
Also try clicking on the gravity gun at the end of the anniversary page.
https://store.steampowered.com/app/220/HalfLife_2/
Also try clicking on the gravity gun at the end of the anniversary page.
https://projectborealis.com/prologue-release/
Looks great, and feels pretty close to HL2 mechanics! Definitely has to be optimized more, but a very promising start (albeit short, ~10-15 minutes).
Why does this even need to be spelled out...
Paranoia here is largely warranted. But people had fewer rights than they realized before. And finding a way to play older media is often a rather expensive endeavor.
Edit to add: I also find picking on Valve awkward here. Microsoft? Sony? I would be far more inline. Even Nintendo. Valve seems to be much more on favor of empowering users, though.
Blu-Ray UHD discs can no longer be played on modern computers as Intel has removed the trusted execution environment needed to decrypt them. Blu-Ray UHD players do a handshake that verifies the use of Intel SGX.
One might have always been skeptical of these discs, especially as AMD had never implemented those TEE instructions.
But I believe the interesting takeaway is that even physical media is becoming something you can’t count on using without the continued permission/assistance of some outside party.
Without regulation I would expect that all new media will eventually require players to be always-online.
I buy most of my games on GOG for that reason. At least you can download a DRM-free copy that can never be taken away.
But the graphics looked much nicer in UE and not to mention the tooling is nicer than what one could use with mods. Surely, the upfront cost of porting aspects of HL2 over to UE is not investment lost.
Recently, it was revealed that even the S.T.A.L.K.E.R. 2 benchmarks used upscaling and the problems with visually stunning but horribly performing games like The Forever Winter were also pretty obvious.
I did very much appreciate what Black Mesa did, though. Maybe Project Borealis will also be a success story in due time.
However, it should be noted that this isn't an issue for consoles (where precompiled shaders come with the game) or Steam Deck (where shaders are compiled via Fossilize before the game is even launched). It's most notable on DirectX programs during the first run, which hits benchmarks quite badly but also becomes less stuttery as more shaders are cached.
On console, precompiling makes sense because you know exactly what hardware a user will have and you can optimize for one or two sets of hardware. The effort required to automatically package and download these shaders for users on their first load is worth it, so it's a viable fix to shader stutter in games where it crops up.
On Linux, precompiling makes sense because shaders take an extra long time to process due to the DirectX -> Vulkan translation. Since this causes stutter in every game, a precompilation step is pretty much mandatory for everything but conveniently also solves the UE5 stutter issue at it's roots.
On PC, it's basically a maelstrom of worst case scenarios. You don't know what hardware a user will have, so you can't package precompiled shaders. You're not translating shader calls so you have to rely on each version of DirectX's specific DXIL features instead of the unified Vulkan 1.2+ SPIR-V that you get from DXVK. And of course, even if you did get a magic "Compile the Shaders!" program working most users wouldn't bother since they're impatient. Some games try adding optional precompilation screens, but I wager most people just skip them when given the opportunity.