Half-Life - A Look at Water

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  • Опубліковано 31 тра 2024
  • Documenting Half-Life's two rendering modes, and how they handle the various liquids you step in, swim through or get dangerously irradiated by.
    Chapters:
    0:00 - Intro
    0:28 - Software Changes
    1:52 - OpenGL Features
    2:28 - Code Origins
    3:11 - Final Notes
    BGM: Koriand'r - Breathe
    reservematinee.bandcamp.com/a...
    Note: Half-Life's 1997 prototype contains an OpenGL mode, and the release of GLQuake earlier that year shows GoldSrc's 3D acceleration capabilities were being developed alongside software rendering. In light of this, my use of the words "changed" or "updated" are inaccurate, as is the idea that software rendering was what the game was specifically designed for.
    The Software-esque water mentioned in the outro was developed by Admer456 for their upcoming "Advanced Development" mod being worked on here:
    github.com/Admer456/halflife-adm
  • Ігри

КОМЕНТАРІ • 364

  • @KellySteam
    @KellySteam 11 місяців тому +1789

    Honestly a surprising change, I feel like the software rendered water looks leagues and miles better than what most of us are familiar with with the OpenGL rendering.

    • @Tester-sh1mn
      @Tester-sh1mn 11 місяців тому +40

      People always shit on Jp Trespasser for being bad and half life coming out a month later, but it’s ripple effect are better still are far superior than even the software rendering of half life.

    • @writershard5065
      @writershard5065 11 місяців тому +54

      To us today yes. But remember that OpenGL was new at the time, and people would've cared less about the water looking a bit jelly-like, if it meant that they could see actual wavy-effects for the first time. It's the appeal of the new, over practical appearance.

    • @WangleLine
      @WangleLine 11 місяців тому +1

      I agree!!

    • @PandemonicHypercube
      @PandemonicHypercube 11 місяців тому +46

      It's due to the limitations of early graphics cards, rather than being an artistic choice.
      Early GPUs didn't have pixel shaders, as those wouldn't come about until the GeForce 3 generation (and the equivalent generation of ATI cards).
      This meant that per-pixel effects, like the water effect you see in software rendering mode became very expensive. It was much cheaper instead to just mess with the texture coordinates on the water vertices to give the effect you see here.
      Quake 2 also lost the wavy effect you see underwater when you switched on hardware rendering for the same reason.

    • @NeovanGoth
      @NeovanGoth 11 місяців тому +13

      @@PandemonicHypercubeUnreal did very similar effects including water rendering with what they called "procedural textures". No pixel shaders needed, basically just an animated texture.

  • @barbedwirealarms
    @barbedwirealarms 11 місяців тому +500

    software water is gorgeous. never even knew it was different since ive never thought to actually play HL in software mode

    • @Zenkibou
      @Zenkibou 11 місяців тому +8

      I probably did use software mode a few times, but it was usually with a low-end PC without a GPU, and it meant a crappy resolution and slow FPS, so I'm not sure many people were able to properly compare between GL and SW because it would have needed a much more powerful CPU for SW mode.

    • @Autunite
      @Autunite 10 місяців тому +3

      I had a PC without a GPU that could support OpenGL, it only supported D3D or Software, and D3D was way too laggy to be playable, so I played mostly in software. Didn't think much of the water, even after going over to a newer PC that supported OpenGL.

    • @user-wf8wd2mm8p
      @user-wf8wd2mm8p 9 місяців тому +1

      bladee pfp!

  • @monkeywithocd
    @monkeywithocd 11 місяців тому +342

    This makes that Xen water make so much more sense, I've always felt it looked like fudge like we suddenly entered some sort of Willie Wonka place. The software-rendered version looks a lot more like water over a very rough, uneven ground.

    • @S1nwar
      @S1nwar 10 місяців тому +17

      i assumed it is supposed to look like an organic goo similar to zerg creep or that slime from ghostbusters 2

  • @polyrobo
    @polyrobo 11 місяців тому +726

    GL water actually always existed. It came about with GLQuake, and Valve minimally changed it. You can find it in the GLQuake source release.

  • @DJ3lectrical
    @DJ3lectrical 11 місяців тому +294

    I’ve always loved the software water. I hope someone makes a WAD pack of animated textures of those ripples so Modders can use them in OpenGL by placing a brush with the textures on ‘em over the actual water.

    • @DJ3lectrical
      @DJ3lectrical 11 місяців тому

      @@OpposingFork Really?

    • @DJ3lectrical
      @DJ3lectrical 11 місяців тому +4

      @@OpposingFork Where can I find this WAD file and what build is it?

  • @MadamLava094
    @MadamLava094 11 місяців тому +156

    ...this explains a lot. The original water looks a lot more like later conventional displacement map shader water that would become popular soon thereafter. Its also amazing to realize Half Life textures in general probably werent designed to be so comically blurry as seen in opengl

    • @dkskcjfjswwwwwws413
      @dkskcjfjswwwwwws413 11 місяців тому +20

      thats why noone likes texture smoothing in goldsrc games, its even worse in doom

    • @thewindbreaker34
      @thewindbreaker34 11 місяців тому +2

      ​@@dkskcjfjswwwwwws413i think that's just a gzdoom issue

    • @Beansman-gp3ws
      @Beansman-gp3ws 10 місяців тому +5

      ​@@thewindbreaker34 gzdoom is the most notable example but it just generally looks bad filtered
      doom 64 looks fine with it though, since the sprites are way higher res

    • @eugenebarrett
      @eugenebarrett 10 місяців тому +2

      @@thewindbreaker34 more like a graf zahl issue lmao gzdoom can pull off a ridiculously amazing semi-oldschool look (it does have an apparently exclusive renderer that is leagues better than nearly any other out there at emulating the original visuals in high detail), but zahl insists on it having the shittiest defaults you could possibly pick

    • @n646n
      @n646n 7 місяців тому +1

      texture smoothing just looks right in goldsrc

  • @B.M.Skyforest
    @B.M.Skyforest 11 місяців тому +71

    Wow software water looked quite good. Almost like it has some refraction.

  • @MFKitten
    @MFKitten 11 місяців тому +33

    The GL version, up until a few years ago, was unable to render textures that had a resolution that wasn't a factor of two (512x512, 256x256, etc) but a huge amount of textures were actually designed this way. So what the engine did was to stretch those textures to a square with the nearest suitable dimensions, and then it squashed it back down. Due to the filtering, this created a lot of detail loss and smear, which is a big part of the blurry look of the game. As a kid I remember playing it with software rendering before we could afford 3D acceleration. The GL mode always felt like it lacked depth and detail to me, and the blurry smeary look always puzzled me. But the overall sharpness and clarity of the geometry was well worth it at the time. You can play the game without the texture filtering in GL using console commands, and an employee at Valve actually fixed the texture resolution thing so it renders textures without the squash and stretch thing now!

  • @Razorkiller
    @Razorkiller 11 місяців тому +91

    Feels like I’m watching 2000’s historical channel. But related to video games related topics such as water. This was a pleasant and a calming experience and I did learn a thing or two.

    • @seronymus
      @seronymus 10 місяців тому

      Haha 4:00 my comment just now had a similar thought comparing it to How It's Made

  • @Delamortes
    @Delamortes 11 місяців тому +51

    I always play Half-Life on Software and lowest Resolution , very nostalgic.

  • @scantyer
    @scantyer 11 місяців тому +35

    This is super interesting. I've always thought the water in HL1 looked very goofy and I had no idea it was due to a default setting that i've never ever changed.

  • @HASL96
    @HASL96 11 місяців тому +77

    The pixelation in water can be a sideeffect from rendering an overlay, and software rendering lacking texture smoothing. Same pixelation effect occurs with fade to black. tested it on map c4a1f when falling down.

  • @ldxlu
    @ldxlu 10 місяців тому +17

    As a kid i always felt some sort of connection to water stuff in video games, wether that be a sea world in Mario or the water in half life. Something just made me feel so intrigued by them that i would stay in the same area for minutes just jumping around in it. Fun stuff, but weird to think now that it comes back to me.

    • @threadschanged4252
      @threadschanged4252 10 місяців тому +2

      The water in gta vice city stood out in my mind as it is very similar to the half life water

  • @snak8002
    @snak8002 11 місяців тому +17

    This talk about the differences with software and hardware rendering reminded me of how big of a rabbit hole the 3D audio in GoldSrc is, might be a cool topic for another video

  • @Ribulose15diphosphat
    @Ribulose15diphosphat 11 місяців тому +5

    One further Detail: The Texture type used fro Water is calle Whorley Noise. It is generated, by colouring pixels depending on the Distance for random placed points first.

  • @MysticRixel
    @MysticRixel 11 місяців тому +45

    Loved the documentary style. This water with the original shadows seen in the magazines just proves how powerful the Quake/GoldSrc engine was for its time.

  • @NiiRubra
    @NiiRubra 11 місяців тому +10

    They both have their pros and cons, also I was thinking of how it reminded me a bit of Source, but then as you said "yeah... maybe not" lol.

  • @ToothpasteVixen
    @ToothpasteVixen 11 місяців тому +40

    Half-Life was based on WinQuake, which contained both the QuakeGL and Software renderers. Most of the development screenshots we have from 1997-98 are taken in OpenGL mode on 3dfx cards. I think it's inaccurate to say that Software mode is the original way that the game looked, given that OpenGL mode was already present from the start of development. By 1997, software renderers were already seen as a bit of a backwards compatibility option for people that hadn't yet got a 3d acceleration card, but in the case of hl1 great care was taken so that people would have a good experience in either mode.
    The pixelation visible when underwater in software mode is likely a holdover from the old ripple effect in order to reduce the number of pixels that had to be warped, and also occurs when other screenspace effects (like fades) happen in software mode.

    • @patbytes
      @patbytes  11 місяців тому +8

      Thank you very much for this disambiguation and history. Me referring to software mode as the "original" or being "changed" into OpenGL is incorrect, and I have added an addendum to the description. Thanks also for the info on the pixelation - I noticed it specifically during the Xen teleports, but didn't know if I could fit that into the video.

    • @Banzeken
      @Banzeken 9 місяців тому

      Unless you were playing games with voxel-based 3D graphics in ‘97 to ‘99, then software rendering wasn’t a legacy option. It was a way of life and potentially a laggy one if your CPU wasn’t up to snuff. Time to upgrade to a Pentium II!

  • @OmegaRC59
    @OmegaRC59 11 місяців тому +26

    Very similar to Unreal's water effects, though with the Unreal ones you can actually paint your own effects in it to customize it, and it works in all renderers. Curious that they wouldn't have tried to do the same thing in Half-Life, Unreal's strategy is basically to take the palette and just manipulate texture coordinates using some ASM code on the CPU. I wonder how Half-Life's version of the effect is implemented in comparison

  • @stuff31
    @stuff31 10 місяців тому +6

    I love the software water! I'm just generally a fan of seeing HL1 being presented as it was back in the 90s. I love the 4:3 ratio, and the crunchy pixelated-ness of the game. It makes it feel older, and I think that makes it seem even more impressive when you remember the scope of the game. All this was made in 1998, this is what the guys at Valve were working with. It's crazy what they were able to make with such limited resources.

  • @Netsuko
    @Netsuko 10 місяців тому +3

    The software rendering of the water immediately screams "Unreal" at me. I still remember looking at Unreal1's water and being in awe at how good it looked.

  • @thebaker525
    @thebaker525 11 місяців тому +17

    While the software rendering is no doubt impressive from a technical standpoint, the way the texture is always flickering and static-y looks way more distracting. OpenGL is a lot easier on the eyes with its slow warping of the texture.

    • @DogsRNice
      @DogsRNice 11 місяців тому +3

      It kinda looks like raindrops are constantly falling on it

  • @golarac6433
    @golarac6433 11 місяців тому +11

    In software rendering you can do whatever effects you want (as long as it's not too slow of course) so they had some extra distortion effects on water surfaces. When going to 3d API you are limited with what the API provides. Today you can just write a shader and generate everything you want but in DirectX and GL before shaders you were stuck with few hardcoded effects. Best they could do is move around the texture coordinates which creates this distortion effect. And I guess at that point they could also move the vertex position to create the 3d wave effect

  • @stargazer162
    @stargazer162 11 місяців тому +13

    The software mode water looks a lot nicer but the waves effect of the OpenGL water kinda makes up for it, allowing for far more interesting scenes that couldn't be possible with the original water. I think the look of the OpenGL water was probably a compromise, maybe it wasn't possible to make the nicer transparent water in OpenGL mode due to hardware limitations of GPUs of that time so they had to settle for something simpler.

  • @foodforthegods
    @foodforthegods 10 місяців тому +4

    Thanks for putting this together! The software render water reminds me a lot of Unreal 1 and UT99's water textures, with the circular ripple and general fidelity.

  • @GraveUypo
    @GraveUypo 11 місяців тому +2

    it's the software renderer water that's new. the opengl water effect carried over from quake and was the default for both renderers in the original releases of half life.

  • @polar-star64
    @polar-star64 11 місяців тому +10

    Fantastic short but sweet video. The calming vibe was really something I needed today, so thank you very much for that. Wonderfully put together ❤

  • @joebolts2934
    @joebolts2934 10 місяців тому +4

    1:58, I wonder why they dropped the 3D waves for the source engine? Imagine how cool it would look with the modern textures.

  • @RaposaCadela
    @RaposaCadela 11 місяців тому +3

    I never knew, omg!! I'd love if we could get both effects working at the same time, I feel like it'd look its best

  • @SuperXzm
    @SuperXzm 10 місяців тому +1

    I remember switching to software render and notice a lot of changes like vortigaunts having a shinier armor, different particles, blurry vision under water, overall more vibrant colors and of course the water in general. It's like shaders without shaders.

  • @Rensence
    @Rensence 11 місяців тому +5

    Quite interesting, btw I really liked the background music in this music, definitely going into one of my playlists, keep it up!

  • @Kyle-xv5kv
    @Kyle-xv5kv 11 місяців тому +1

    I remembered the software water because that's how I played it back in the day. Now I can't unsee this.

  • @Qtheman3456
    @Qtheman3456 9 місяців тому +1

    I could've sworn I'd played through HL1 in Software mode at one point, but man, now I can't help but wonder. I'd expect to have remembered that water effect, damn.

  • @Oddsfeline
    @Oddsfeline 11 місяців тому +2

    What's that? A new video about a 1998 video game? Hell yeah I'll watch!

  • @jasperfox6821
    @jasperfox6821 11 місяців тому +2

    This was really interesting, I never know the water looked alot better in software mode, but while looking worse in OpenGL mode, it had access to wave patterns and stuff. The software water almost looks like source engine water.

  • @Tera_GX
    @Tera_GX 11 місяців тому +1

    I can't believe I'm just now learning this kind of detail. The way HL1 used its engine is a part of many highlights, but I never once picked up on anything about its software rendering.

  • @VictorCampos87
    @VictorCampos87 29 днів тому +1

    1:41 I finally figured out why the oscillating water effect wasn't showing up in Half-Life gameplays here in UA-cam.

  • @QTwoSix
    @QTwoSix 11 місяців тому +3

    Very good video, put together smoothly and flows well. I myself never really paid attention to water, but this is quite interesting.

  • @codiivt
    @codiivt 11 місяців тому +4

    wake up babe, new patbytes video just dropped

  • @seronymus
    @seronymus 10 місяців тому

    Nice pun at the end, the tone and context reminded me of "How It's Made" haha. Really nice stuff and so calming and wistful to see classic games explained in detail like this. I hope we can "return to tradition" back to elegant game philosophy like this.

  • @kleadron
    @kleadron 11 місяців тому +14

    Both quake and half-life seem to halve the pixel resolution when you go underwater to make the wavy effect easier to compute, but I think it's broken in half-life, which is why it only pixelates the screen.

  • @Skididi_theft
    @Skididi_theft 10 місяців тому +2

    The water in half life feels dreamy...like is surrealism...the water looks cartoonish yet it also looks realistic from a 90's viewpoint...

  • @hardhat3445
    @hardhat3445 11 місяців тому +3

    Now that's what I call high quality H2O

  • @item459
    @item459 10 місяців тому

    just found ur channel, love the downtempo look at one of my favourite games to study and pick apart, excited to watch more of ur stuff now lol

  • @_Fly_trap_
    @_Fly_trap_ 11 місяців тому +3

    wonderful video. I had no memory of software water, until I saw it and was hit with nostalgia

  • @featherfruit
    @featherfruit 9 місяців тому +1

    i love the pacing of your video here! your speaking voice is great, the video was cool and informative, there wasn't any fluff. all in all just a great vid. i look forward to more!

  • @krazzy6440
    @krazzy6440 10 місяців тому +1

    This was so cool. Happy to have discovered the channel!

  • @Bazztoner
    @Bazztoner 10 місяців тому

    Excellent video! I really like your narrations and examples.

  • @Kythrea
    @Kythrea 10 місяців тому +1

    Only clicked on it because youtube kept recommending me this video for 2 weeks.
    Actually interesting, good recommendation, cool video.

  • @Admer456
    @Admer456 11 місяців тому +3

    Omgosh thank you for mentioning my experiment with software-style water rendering!

  • @Susie7546
    @Susie7546 11 місяців тому +1

    i like how i can get entertained by someone like you talking about water in half life, good video!!

  • @themonotonist
    @themonotonist 11 місяців тому +8

    I still always play HL1 in software rendering mode at 1024x768 resolution. It was the way I was first exposed to the game back in the 90s, and honestly I feel like it the art benefits more from crunchy unfiltered pixels than the smooth ones. The water shown in the video here is a great example of this too

    • @AlphaEnt2
      @AlphaEnt2 11 місяців тому +2

      I kinda do the same with Quake 2. For as colourful the opengl mode is, there's the "idk what" from software mode that I like, pixelated models, white lights, 4:3 aspect ratio.
      I eventually reached a middle ground by setting gl_nearest on opengl to make textures pixellated, but quake 2 has some strong texture smoothener that i'm not entirely fan of.

    • @purple7filth
      @purple7filth 11 місяців тому +1

      I do the same but at 480 on my crt. Aliasing is noticeable, but not that noticeable & even the HD models look better though software.

    • @Zedek
      @Zedek 11 місяців тому +1

      DooMer here. It took me 0.5 seconds of washed-out, filtered OpenGL mess to back to crunchy pixels.

    • @atifarshad7624
      @atifarshad7624 10 місяців тому +4

      ​​@@AlphaEnt2nless you are using a source port like Yamagi, Quake 2 really really suffers from texture resolution getting round-down in gl mode and thus textures looking blurrier/lower res than they are in software renderer even when using gl_nearest.
      Yamagi fixes this and also even allows colored lighting in software renderer (and likewise also allows to turn off colored lighting for opengl renderers)

    • @AlphaEnt2
      @AlphaEnt2 8 місяців тому

      @@atifarshad7624 i've been using the official renaster since august, so my previous statement no longer applies on me.

  • @stryhuns
    @stryhuns 10 місяців тому +1

    thank you! beautiful video and music and water! i want to play with original water now, so beautiful

  • @S1nwar
    @S1nwar 5 місяців тому +1

    its insane how good the softwarerender water looked how could they not keep this

  • @John_Smith_Dumfugg
    @John_Smith_Dumfugg 11 місяців тому +4

    The pudding water always looked off to me. I mean it's Iconic, but not necessarily in a good way.

  • @Andres33AU
    @Andres33AU 11 місяців тому +2

    Wow, that is a significant difference, and I honestly had no idea that the water was originally meant to look like that.
    I remember in the Worldcraft editor, trying hard to make the water look more realistic, without tanking my computer, haha.
    Thanks for the video, I'll watch any interesting tid-bit regarding Half-Life!

  • @_vh
    @_vh 11 місяців тому +1

    i didnt know that software rendered water looked different, ig just bc im used to playing on opengl, but dang this video really does explain some of the games oddities i never really thought about before
    amazing video as usual, pat ! ^^

  • @scotdotwtf
    @scotdotwtf 11 місяців тому +1

    i LOVE the way software rendering looks. very different.

  • @ghostlope
    @ghostlope 9 місяців тому +1

    half life/cs 1.6 water is the most nostalgic thing ever

  • @kinneticsand5787
    @kinneticsand5787 5 місяців тому +4

    Hey man, you still active? Not trying to pressure, I just look forward to new videos if there are any planned. The HL1 videos are super fascinating to me. Keep up the good work

  • @EvilStevilTheKenevilPEN15
    @EvilStevilTheKenevilPEN15 11 місяців тому +1

    _Damn_ those software rendered shaders were gorgeous.

  • @solargoth
    @solargoth 11 місяців тому +2

    software water would permanently cure you of thirst

  • @Fregatte86
    @Fregatte86 11 місяців тому +2

    Best hl content for years

  • @huuuuuuuuuuuuuuuuuuuuuuuuuuuhn
    @huuuuuuuuuuuuuuuuuuuuuuuuuuuhn 8 місяців тому +1

    nice video my dude, never played half life but I will definitely give the software renderer a shot when I do

  • @a1batross_
    @a1batross_ 11 місяців тому +9

    By the way, the algorithm of this water effect is known and was reimplemented it for software renderer in Yamagi Quake 2 fork by me.
    The only thing is left is to translate the algorithm from pure C to the pixel shader, so it would be possible (and accurate) in GL renderer as well.

    • @SirYodaJedi
      @SirYodaJedi 11 місяців тому

      Ooh, neat; looking forward to the GL3 port.

    • @a1batross_
      @a1batross_ 11 місяців тому +1

      @@SirYodaJedi nobody works on it yet :(

  • @matheusgraef
    @matheusgraef 10 місяців тому +1

    this video brought back some memories. when i was a kid in early 2000s, i would boot up WON hl1 and just explore the multiplayer maps, admiring the crunchy pixels and what i thought were very pretty graphics at the time. i remember seeing the water waves for the first time when playing sven-coop, thinking it was a brand new feature or something. ever since then i've grown accostumed to the gel-looking openGL water, but the software version has a special place in my heart.

  • @tarkusmarkiv3104
    @tarkusmarkiv3104 11 місяців тому +5

    Is there anyhwere i can find that mod you mentioned in final notes? the one that implements the software water in the wavy like water

    • @patbytes
      @patbytes  11 місяців тому +3

      Thank you for your inquiry! The mod is the "Advanced Development Mod" by Admer456, and it is still a work in progress. I just added a link to the GitHub page in the description. Cheers!

    • @Admer456
      @Admer456 11 місяців тому +6

      I made that years ago as a proof of concept, I don't recall if I have a build of it any more. I'd love to give the concept another spin in the near future tho'

    • @BogdanZelinschi
      @BogdanZelinschi 11 місяців тому

      ​@@Admer456yes please

  • @Y2F0
    @Y2F0 11 місяців тому +1

    goddamn the music you choose is banger af, great video to!!!

  • @DonkeyDongs9000
    @DonkeyDongs9000 11 місяців тому +1

    I finally feel like I understand the miiverse "nice water!" guy now

  • @bluustreak6578
    @bluustreak6578 10 місяців тому +1

    I noticed that when I played HL1 at first, and my computer at the time couldn't run opengl very well, so I played with software rendering and things looked way better.
    I played the entire game with SW rendering

  • @marscaleb
    @marscaleb 10 місяців тому +1

    I find it interesting that they started with the Quake water effect, deliberately changed it, and then when they made the OpenGL rendered, they deliberately added it back in.

  • @oliverbertrand
    @oliverbertrand 4 місяці тому

    I wish someone made a video about those little water bug creatures that you specifically find in the track energy room in “on a rail”

  • @williamarthurfenton1496
    @williamarthurfenton1496 6 місяців тому +2

    I prefer the pixelated look over the blurry hardware filter. It just stands up better these days as far as vintage graphics go, at least for PC and Ps1games. A game like Turok though primarily designed for the ultra-blurriness of n64 dies arguably look better with the filter on.

    • @thefatduck5598
      @thefatduck5598 5 місяців тому +1

      After playing HL for years with texture filtering enabled, disabling it feels like getting a pair of glasses and recognizing that before you had them you were blind.

  • @deliciouspops
    @deliciouspops 10 місяців тому

    this has reminded me how much more creative limitations make you

  • @mondoprime
    @mondoprime 10 місяців тому

    Had no idea. That's a really impressive water effect for the time.

  • @dgSolidarity
    @dgSolidarity 10 місяців тому +1

    3:41 Phew, I thought we were gonna have to cancel you for a moment there :)

  • @anitabath8315
    @anitabath8315 11 місяців тому +1

    Thank you for dropping this vid. I was getting thirsty!

  • @LOLYOU1337
    @LOLYOU1337 11 місяців тому +8

    Hey patbytes, love your videos man! Beautiful voice for commentary and great presentation always 😀

  • @ultrawaveyt5582
    @ultrawaveyt5582 10 місяців тому +1

    its 3 am but this is more important than sleep

  • @zdspider6778
    @zdspider6778 11 місяців тому +1

    This was dope. Thanks.

  • @skullthrower8904
    @skullthrower8904 11 місяців тому

    Damn I had no idea software water looked so good, for some reason having that mode selected made my computer crash back then
    It really looks so good wow
    Nice video hombre top quality and editing 👍

  • @eliseyzscripts6762
    @eliseyzscripts6762 8 місяців тому +1

    Why was this video so entertaining?!

  • @therealtony2009
    @therealtony2009 11 місяців тому +1

    so weird how they changed the water, very interesting!

  • @cptmacmillan1111
    @cptmacmillan1111 11 місяців тому

    Waiting for Marphitimus Blackimus to add maybe a bit more icing to this wonderfully baked cake of a video.

  • @puppable
    @puppable 11 місяців тому +1

    I clicked this so so fast I didn't even notice it was one of yours omg!!

  • @ethosaur
    @ethosaur 3 місяці тому

    Honestly really cool, and its awesome they returned it in the update!

  • @crimester
    @crimester 11 місяців тому +1

    the "updated" water looks way more cartoony

  • @kuklama0706
    @kuklama0706 11 місяців тому +1

    Holy shit so these were supposed to be like rocks distorted with refraction, not some gooey drops. Looks so good.

  • @RogueAI
    @RogueAI 10 місяців тому +1

    1:09 "in bodies of water it looks OK" It looks like bean soup! 🤣

  • @m.r.mcguire7433
    @m.r.mcguire7433 11 місяців тому +1

    WATER!! Loved It! TY! Cheers patbytes!!!!

  • @SighFi
    @SighFi 11 місяців тому +2

    this is so cool whatttt!!! while i think the weird jell-o water definitely has its charm, it's kind of shocking how well the software water holds up. god this game is so cool.
    also i would like to sip the forbidden xen baked beans water

  • @APopov
    @APopov 10 місяців тому +1

    Software water reminds me of Unreal water. And in Unreal, it also works with OpenGL/D3D renderers.

  • @iLikeTheUDK
    @iLikeTheUDK 11 місяців тому +1

    Software water looks almost exactly like the water in many Unreal Engine 1 games, funnily enough

  • @havenbastion
    @havenbastion 10 місяців тому

    Some things are better left unsaid. This is one of them.

  • @Eyepoke42
    @Eyepoke42 9 місяців тому +1

    I miss the old water I almost forgot about that!

  • @Space_Reptile
    @Space_Reptile 10 місяців тому

    there is something really nice looking in the crisp but pixely look of software renders, i do kinda miss it

  • @mauromerconchini
    @mauromerconchini 11 місяців тому +1

    Good job my boy

  • @Zarnubius
    @Zarnubius 10 місяців тому

    i KNEW they changed it! I thought I was imagining this but I'm glad to see it wasn't me going crazy. It looked amazing on a TFT laptop screen in 1998

  • @fem_aya
    @fem_aya 11 місяців тому +1

    awesome video

  • @nickjohnson410
    @nickjohnson410 10 місяців тому +1

    This brought me back to the day I first bought and installed HL. Gaming back then was so fun and exciting but looking at it now... those graphics are brutal. It's crazy what a child's imagination can fill in when it wants to.