Alien Swarm Deferred: Difference between revisions
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Important:Alien Swarm Deferred's lighting implementation and Black Mesa's are completely different, for example MSAA is not supported in Black Mesa while in Alien Swarm Deferred it is!
Warning:Alien swarm deferred's lighting implementation nukes lightmaps, aka it will disable all baked lighting and the world will only receive realtime lighting and shadows!
Note:In
Lambda Wars it was changed so that deferred lighting blends with lightmaps instead of disabling them.
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; [[CSM]] | ; [[CSM]] | ||
: Real time '''deferred''' shadows and lighting from {{ent|light_deferred}} and {{ent|light_deferred_global}} entities. | : Real time '''deferred''' shadows and lighting from {{ent|light_deferred}} and {{ent|light_deferred_global}} entities. | ||
; | ; Light cookies | ||
: Now {{ent|light_deferred}} is capable of projecting textures with cookies. | : Now {{ent|light_deferred}} is capable of projecting textures with cookies. | ||
; {{wiki|Blinn–Phong reflection model}} | ; {{wiki|Blinn–Phong reflection model}} |
Revision as of 09:48, 23 April 2024


Alien Swarm Deferred was released in 2012. It's a third-party mod created by Kristjan Skutta a.k.a. Biohazard90.
This fork of
Alien Swarm has support for deferred lighting and shadows (similar to
Xengine). It's among very few
Source games that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the mod can support hundreds of dynamic shadows with very little performance impact.




Features
New since Alien Swarm:
- CSM
- Real time deferred shadows and lighting from light_deferred and light_deferred_global entities.
- Light cookies
- Now light_deferred is capable of projecting textures with cookies.
Blinn–Phong reflection model
- New reflections on Phong materials, somewhat similar to specular from
Xengine.
- Volumetric lighting
- Light_deferred is capable of enabling volumetrics that react to the environment in real time.
- Source shader editor
- Make and edit shader graphs in real-time, in-engine.
- Light editor
- Edit your map's light entities dynamically.
Media
Availability/Code usage
- 2014
Lambda Wars (Uses an enhanced version of ASD's deferred lighting implementation.)
- TBA
Director's Cut (Initially. Switched to
Source 2013 Multiplayer.)
- TBA
Portal 2: Desolation (Light editor only, the rendering code for lighting has been rewritten from scratch.)
- TBA
VANCE
Confirm:While it runs on some version of
Source 2013, some of its files relating to Deferred lighting have some similarities with ASD, but its most likely not related.
Bugs
- No hardware filtering support for
Advanced Micro Devices
See also
External links
- Download at Google Drive
- GitLab Repository Download Mirror
- 2013MP Port GitHub Repository
- YouTube - Deferred lighting in action.