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Half-Life 2¸¦ ¿Ïº®È÷ Áñ±â·Á¸é DX9.0¿Ïº®Áö¿øÇÊ¿ä

IDSoftÀÇ DOOM III¿Í FPS°ÔÀÓÀÇ ÃÖ°­ÀÚ ÀÚ¸®¸¦ ³õ°í ½Î¿ì°ÔµÉ Half-Life 2¿¡¼­ º¸¿©ÁÖ´Â °¢Á¾ È­¸é È¿°ú¿Í µ¥¸ð ¹«ºñ·Î °ø°³µÇ¾ú´ø ¸¸Å­ÀÇ È­ÁúÀ» ´À³¢·Á°í ÇÑ´Ù¸é DirectX 9.0À» ¿Ïº®È÷ Áö¿øÇÏ´Â ±×·¡ÇÈÄ«µå°¡ ÇÊ¿äÇÒ°ÍÀ¸·Î º¸ÀδÙ.

 

ÀÌ ¼Ò½ÄÀº Half-Life 2°¡ DirectX ¼¼´ëº°·Î º¸¿©ÁÙ¼öÀÖ´Â °¢Á¾ Ư¼ö È¿°úÁö¿ø °¡´É ¿©ºÎ ¹× ±â´ÉÀ» Á¤¸®ÇØ ³õÀº Â÷Æ®°¡ °ø°³µÊÀ¸·Î¼­ ¾Ë·ÁÁø°ÍÀ¸·Î ÇØ´ç Â÷Æ®¸¦ º¸¸é Half-Life 2´Â DirectX 9.0ÀÇ ±â´ÉÀ» ¿Ïº®È÷ Áö¿øÇÏ´Â °ÔÀÓÀ¸·Î Pixel Shader 2.0 ¹× Vertex Shader 2.0À» Áö¿øÇϸç Displacement Maps±â´Éµµ Áö¿øÇÑ´Ù°í Ç¥½ÃµÇ¾î ÀÖ´Ù.(ÀÚ¼¼ÇÑ Â÷Æ®´Â ÀÌ±Û Çϴܺθ¦ ÂüÁ¶Çϱ⠹ٶõ´Ù.)

 

µû¶ó¼­ Half-Life 2¿¡¼­ º¸¿©ÁÙ¼ö ÀÖ´Â °¡Àå ³ôÀº Ä÷¸®Æ¼ÀÇ È­¸éÀ» ¿øÇÑ´Ù¸é DirectX 9.0À» ¿Ïº®È÷ Áö¿øÇÏ´Â ±×·¡ÇÈÄ«µå°¡ ÇÊ¿äÇÒ°ÍÀ¸·Î º¸ÀδÙ.

 

 

[»ç°ÝÀ¸·Î ÀÎÇØ ³ªÅ¸³­ ±¤¿ø¿¡ ÀÇÇØ Á¿ìÃø º®»Ó¸¸ ¾Æ´Ï¶ó »óÃþ Åë·Î¿¡µµ Ç¥½ÃµÇ°í ÀÖ´Ù.]

 

±×¸®°í city-17.net¿¡¼­ Half-Life 2¿Í ÀÌÀü °ÔÀÓ°úÀÇ Â÷ÀÌÁ¡µî¿¡ ´ëÇÑ Ä®·³ÀÌ Æ÷½ºÆõǾú´Âµ¥ Half-Life 2¿¡¼­ º¸¿©ÁÖ´Â ±¤¿ø¿¡ µû¸¥ È¿°ú¸¦ ÇÑ´«¿¡ º¸¿©ÁÖ´Â À̹ÌÁöµµ Æ÷½ºÆÃÇÏ°í ÀÖ´Ù.

 

 

Video Card 3D Sky Volumetric Effects (smoke and fog) Dynamic Refraction Defuse Shader Model
DirectX 6 (TNT 2, Rage 128, Voodoo 5 5500) no no no fixed-function (software T&L)
DirectX 7 (original GeForce, original Radeon) yes sparse no fixed-function (software T&L)
DirectX 8 (GeForce 3, Radeon 8500) yes yes yes (limited usage) Vertex Shader 1.1, Pixel Shader 1.1 - 1.4
DirectX 9 (Radeon 9700, GeForce FX 5800) yes yes yes Vertex Shader 2.0, Pixel Shader 2.0

Video Card Radiosity-Based Specular Bump-Mapping Bump-Mapping Texture Resolution Texture Variety
DirectX 6 (TNT 2, Rage 128, Voodoo 5 5500) no no 128x128 and 256x256 none
DirectX 7 (original GeForce, original Radeon) no no 256x256 low
DirectX 8 (GeForce 3, Radeon 8500) world, view model, static props, dynamic props, displacements world, view model, static props, dynamic props, displacements, NCPSs 512x512 full
DirectX 9 (Radeon 9700, GeForce FX 5800) world, view model, static props, dynamic props, displacements, NCPs world, view model, static props, dynamic props, displacements, NCPs 512x512 full

Video Card Static Props (manually placed models) Dynamic Props (dynamically placed grass, rocks, ect) Dynamic Shadows Specularity
DirectX 6 (TNT 2, Rage 128, Voodoo 5 5500) low-detail, nonessential removed, no decals no no no
DirectX 7 (original GeForce, original Radeon) medium detail, some removed, few decals no blobby only important objects
DirectX 8 (GeForce 3, Radeon 8500) high-detail yes (but only near the camera) sharp render-to-texture yes, with bump-map and fresnel
DirectX 9 (Radeon 9700, GeForce FX 5800) high-detail yes (all over) soft render-to-texture yes, with bump-map and fresnel

Video Card Water Cameras/Monitors Displacement Maps (terrain, cave walls, etc.)
DirectX 6 (TNT 2, Rage 128, Voodoo 5 5500) ugly 2d overlay low-res
DirectX 7 (original GeForce, original Radeon) a little less ugly in scene (if render-targets are supported) medium-res
DirectX 8 (GeForce 3, Radeon 8500) pretty nice (with volumetric fog) in scene med to high-res (with bump-mapping)
DirectX 9 (Radeon 9700, GeForce FX 5800) very nice (with volumetric fog) full res (with bump-mapping) full res (with bump-mapping)

 

 

Half-Life 2´Â Áö³­ 5¿ù ¼¼°è ÃÖ´ëÀÇ °ÔÀÓ¼îÀÎ E3¿¡¼­ E3ÃÖ°íÀÇ °ÔÀÓ»óÀ» ¹ÞÀ¸¸ç »ó´çÈ÷ ÁÖ¸ñ¹Þ°í ÀÖ´Â °ÔÀÓÀ¸·Î ÀÌÀü °ÔÀÓÀÎ 1ź¿¡ ºñÇØ »ó´çÈ÷ ³ôÀº Ä÷¸®Æ¼¸¦ º¸¿©ÁÙ°ÍÀ¸·Î ±â´ëµÇ°í ÀÖ´Ù.

 

 

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ÇÏÇÁ2ÀÇ ATIÃÖÀûÈ­³»Áö ¹ÐÁ¢ÇÑ °ü·Ã¼ºÀº µÒ3¿Í ¿£ºñµð¾ÆÀÇ ÃÖÀûÈ­º¸´Ùµµ ¾î¼¸é ´õ ½ÉÇÒÁöµµ ¸ð¸£°Ú½À´Ï´Ù. Á¤¸» ¸Å¿ì ½½ÇÂÀÏÀÌÁÒ. ƯÁ¤ ¼ÒÇÁÆ®¿þ¾î ¸ÞÀÌÄ¿°¡ ƯÁ¤ º¥´õ¸¦ ¿ËÈ£ÇÑ´Ù´Â °ÍÀº... °³ÀÎÀûÀ¸·Î´Â EAÀÇ ¿£ºñµð¾ÆÀÇ Çù¾àÀ̳ª ¿ä¹ø ÇÏÇÁ2ÀÇ ATIÁö¿øÀº º°·Î ÁÁ¾Æº¸ÀÌÁø ¾Ê½À´Ï´Ù.

¾î´À À¯Àú¿ÍÀÇ Æ÷·³ ´ëÈ­³»¿ëÀε¥ Á÷Á¢ ´äº¯À» ´Þ¾ÆÁÖ´Â Çü½Ä °°³×¿ä.
http://www.halflife2.net/forums/showthread.php?s=0de3d7ea91bdeae59376136c427d5f37&threadid=1298&perpage=15&pagenumber=9

1. I have the following: 1.7ghz Pentium 4, 1GB of PC2700 DDR Ram, plenty of hard drive space, and plan on getting one of the higher-end Geforce FX 5200's or 5600's, and I have the SB Audigy 2. Will this run ok?

A (From Gabe): "1. I'd suggest an ATI 9800 for your setup, not NVIDIA.".

¶ÇÇÑ ¾ÈƼ ¾ó¸®¾î½Ì¿¡ °üÇÑ ¸»ÀÌ Àִµ¥ ÀÌ´Â ÇöÀç·Î½á´Â AA±â´ÉÀÌ ¾î¶² Çϵå¿þ¾î³ª µå¶óÀ̹ö ¹öÀü¿¡ »ó°üÀÌ ¾øÀÌ Àû¿ëÀÌ ¾ÈµÉ °Å¶ø´Ï´Ù. Á¤È®È÷ ¸»ÇÏÀÚ¸é Àû¿ëÀº µÇ´Âµ¥ Æú¸®°ï ÁÖÀ§¿¡ ±úÁö´Â Çö»óÀÌ ¹ß°ßÀÌ µÈ´Ù°í Çϳ׿ä. ÇÏÁö¸¸ ¿©±â¼­µµ 9500~ 9800Àº ¿¹¿Ü·Î ÇÒ ¼ö ÀÖ´ä´Ï´Ù. Áï AA¸¦ »ç¿ëÇÏ·Á¸é ATi Á¦Ç°À» »ç¶õ ¼Ò¸®°°±âµµ Çϳ׿ä.

There are problems with the way that current hardware implements FSAA. If
you enable it, you will see a lot of artifacts on polygon boundaries due to
the way that they sample texture subrects with FSAA enabled.
..Áß·«..
We may be able to get FSAA working on ATI 9500-9800 somehow.

http://www.beyond3d.com/forum/viewtopic.php?t=6905

µ¡ºÙ¿©¼­ Game Spy¿ÍÀÇ ÀÎÅÍºä ³»¿ëÀε¥ ¿ª½Ã ATIÂÊ¿¡ ÈûÀ» ½Ç¾îÁÖ°í ÀÖ½À´Ï´Ù.

http://www.gamespy.com/interviews/july03/halflife2/index3.shtml

I think that Valve tries very hard to support as far back with system as we humanly can, and in this case we're going back to a Pentium II 800 with 128 of RAM, but as get up to a Pentium 4 class you'll see better water and better effects. For folks who want the ultimate experience, they'll want the latest ATI card, and the fastest processor available from AMD or Intel.

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Áö³ª°¡´Ù.. / 03-07-19 7:47/ ÀÚ±¹/ ½Å°í/ ÀÌ´ñ±Û¿¡´ñ±Û´Þ±â
µ¡ºÙ¿©¼­ ÀúÀ§ÀÇ Gabe Newell¿¡ ´ëÇؼ±
http://www.valvesoftware.com/people.htm¿¡ Àß ³ª¿ÍÀÖ½À´Ï´Ù.

±×¸®°í ¼öÁ¤ÀÌ ¾ÈµÇ¾î¼­ ¸î°¡Áö Á¤Á¤ÇÏ´Â µ¥ Gave¿ÍÀÇ ´ëÈ­³»¿ëÀº E-¸ÞÀÏÀ» ÅëÇØ ÁÖ°í ¹ÞÀº Á¤º¸¶ó´Â±º¿ä.
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