New version of the engine uses deferred shading perhaps?

I suppose that would be too much to ask for.

--Bob





On Thu, Jun 17, 2010 at 8:45 AM, Matt Hoffman
<lord.matt.hoff...@gmail.com> wrote:
> Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD
> crashed. However if you use LAA on the vrad process, it worked again.
>
> Fix by The Pro here:
> http://www.facepunch.com/showpost.php?p=16482883&postcount=23
>
> I recall this working, but I do not know if Valve has fixed/broken it since
> then.
>
>
> On Thu, Jun 17, 2010 at 8:20 AM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
>
>> VMPI is supported for vvis and broken for vrad isn't it?
>> I haven't checked since the last SDK update, but imagine it isn't fixed.
>> Which is lame.
>>
>> - ScarT
>>
>>
>> On 17 June 2010 16:53, Jonas 'Sortie' Termansen <hlcod...@maxsi.dk> wrote:
>>
>> > On 2010-06-17 16:24, Adam Buckland wrote:
>> > > You say that, I'm not sure it's that the lighting 'sucks', but more
>> > > that it's a pain in the arse for modders because they don't have
>> > > server farms to compile lightmaps unlike Valve.
>> > >
>> > What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz).
>> > Combined with heavily optimized maps, that's practically a server farm.
>> ;)
>> >
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