by qbism » Tue Jun 19, 2012 3:30 am
First impressions-
Overall shading and relief mapping give depth without overdoing the gloss. Everything including monster retexture is well blended in the scene.
Bumps and valleys in the mapping are lit as if individual faces, such as the edge of tiles being dynamically lit.
Subtle environment mapping on shiny parts of monsters, like visors.
Blurred shadow effect fits well with the scene, but the old static/dynamic shadow options are outdated. Shadows still jump suddenly from one light source direction to the next.
The chromatic aberration and radial blur are a good fit for the rendering style of this engine.
Rendering FPS is good, comparable to DP with the Quake Epsilon pack and similar features turned on/off. (Compared w/ DP because of similar blurred shadows and relief mapping.)
Doesn't run on Intel graphics. it would be nice to gracefully detect and disable non-supported features similar to DP so that the many unfortunate souls with cheap laptops can play.
Audio quality is greatly improved compared to original Q2. The spatial effects are noticeable even with headphones, especially underwater.
Some of the decals added to the map flicker on-and-off slightly. Noticed while walking on slanted fallen beam headed into the elevator lobby on base1.
Overall a great release for Q2 players and those curious about what's happening with Q2 engines.