Half Life 2 Path Tracing-1

Half-Life 2 Path Tracing looks incredible in these first screenshots

Modder ‘Igor Zdrowowicz‘ has been experimenting with NVIDIA RTX Remix, and shared some screenshots from Half-Life 2 with Path Tracing. These screenshots showcase what modders can achieve with the NVIDIA RTX Remix Runtime that NVIDIA released yesterday.

Half-Life 2 Path Tracing looks amazing. The way the lighting now interacts with the environment is incredible. And yes, almost all light sources can now cast shadows.

Alongside the following screenshots, Zdrowowicz also shared a gameplay video. This video is from a WIP version of the Path Tracing Mod (based on Portal RTX). Thus, it’s not as polished as we’d like it to be. Nevertheless, it can give you a glimpse at how the game looks in motion with Path Tracing.

Unfortunately, there is no way to download this PT Mod yet. Naturally, though, we’ll be sure to keep you posted.

Enjoy the screenshots and stay tuned for more!

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26 thoughts on “Half-Life 2 Path Tracing looks incredible in these first screenshots”

    1. It doesn’t work with games that use shaders, which that one does. That isn’t a bug, it’s a limitation that will take a lot of time to address.

      1. Then it doesn’t work with the vast majority of even D3D9 games? I don’t see anything that says this on the Github page or its wiki. NVIDIA’s own people also didn’t mention this when I reported it as a bug (some random person did, but not an rtx-remix project contributor). Until someone from NVIDIA says this, I’m going to assume it isn’t true, because that automatically makes it incompatible with almost every game.

        BTW: rtx-remix literally has a setting to configure what shader version the game supports. It defaults to v1.4 in the config file.

        1. The limitations have been known since the very start, yes it’s incompatible with nearly every game out there, only fixed function pipeline in DX8 and DX9, which means the games don’t use shaders for rendering.

          “To make RTX Remix work, we have to be able to understand, parse, and re-create everything the original game does. This is already a huge task just with the fixed function DX8/DX9 pipeline. As games start to rely on shaders, it becomes even harder to accurately capture light data, texture info, and asset models.

          Each step of customizability introduced by graphics APIs exponentially increases the amount of stuff RTX Remix has to know how to handle. And as you climb to more sophisticated APIs, it likely would require more and more specific code for a specific game to work with RTX Remix.

          DirectX8 and 9 games with fixed function pipelines were a target for us because we can predict how things should be rendered. Compatibility could be improved for older versions of DirectX and possibly future versions of DirectX but it is a significantly more complex problem going forward.

          In the future, we ourselves could expand compatibility or the community could work to introduce fixed function pipelines into existing classic games (like Modder Sajid here did in anticipation of RTX Remix):
          https://twitter.com/Sajidur78/status/1581411284805120000?s=20&t=nvCiA9qcWRO6KSoKNrp4vQ.”

  1. Well, it looks… Old but path traced. As is, it’s cool but not particularly pretty. Just old and path traced.
    Disclaimer: yes, i know.

    PS: BTW, this video is 2 months old. He has a slightly newer 1 month old one.
    https://youtu.be/t99Me2NJWjc

    1. This is frankensteined together using half-working alpha tools.

      With the full RTX Remix toolkit it will be possible to make something on the level of Portal RTX.

  2. This looks amazing, the only complain i have is the sharpening effect but overall it looks great, the Path Trace really does fit the aesthetic that HL2 was already going for.

  3. Imagine not being an NVIDIA GPU owner and only buying dogsh*t AMD GPU’s to own the “big man”

    classic commie cult behaviour

    1. I have a 3090 and have been using nvidia cards for like 3 generations now, but it’s dumb to look at things that way. That’s how you end up with a monopoly. You should be encouraging competition in the market. It benefits the consumer.

      1. How do you encourage competition in the market other than calling out the competition for not even trying? Even Intel is doing better with XeSS taking 2nd place after DLSS, pushing FSR in to 3rd place. Intel’s RT is also on par with Nvidia, although they have yet to bring out a big gun.

  4. Imagine not being an NVIDIA GPU owner and only buying dogsh*t AMD GPU’s to own the “big man”

    classic commie cult behaviour

  5. Path Tracing in games = a must to use with DLSS3. Having said that, I’m looking forward to getting a 40-series sometime this year. For now, my 3080 Ti has to hold up. CP2077 Path Tracing on my GPU is super taxing with just DLSS2.

    1. My advice is don’t get 40 series just go for the next gen. 40 Series is too overpriced. VRAM is also an issue, unless you are going for 4090

    2. I think a 3080 is base for 1440p. I’m on a 4090 now, but I swapped my 3080 back in to try Portal RTX which it managed with DLSS blanced and maxed light bounce(4 to 8?). A 3070 beats both the 7900XT and the XTX running CP2077 PT.

    3. I think a 3080 is base for 1440p. I’m on a 4090 now, but I swapped my 3080 back in to try Portal RTX which it managed with DLSS blanced and maxed light bounce(4 to 8?). A 3070 beats both the 7900XT and the XTX running CP2077 PT.

  6. this game is so amazing. I beat it a couple years ago and it hold up better than modern games. F*king incredible.

  7. the 2D splashes and sprites when you fire at the enemies looks horrible and worse than the original , smockes particles are very low res sometimes and looks cubic , i would prefer a shaders update rather than this RTX one , the lighting looks too bright and lacks of indirect lighting , some HL2 Mods looks better than this !

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