Half-Life 2 RTX · published · build 18362274
Update: We have issued a hotfix which additionally removes a file causing false anti-virus hits and solves a missing texture bug.
Thanks again for playing the Half-Life 2 RTX demo, and sharing your feedback. We’re continuing to explore how to best address community feedback, and how it plays into the demo and the full release of the game.
This latest update to the demo features the next step in addressing your feedback regarding lighting. In our previous patch, we fixed a bug in our tonemapper that led to lighting generally becoming more saturated than intended. While this led to more broadly accurate lighting scenarios, it also necessitated a re-light to come closer to the intended look. This patch implements a new lighting arrangement that both takes into account the new tonemapper, as well as directly addressing community feedback regarding light levels and fog intensity, while still playing into the strengths of the fully ray-traced renderer.

By and large, these changes result in Ravenholm being darker, with more intentional authorship of light and shadow. We’ve provided three images for comparison - The original game, our launch visuals, and the visuals in the latest patch.

In addition, we’ve enabled a new heterogeneous fog (alongside a runtime update which resolves some fog artifacting), which further enhances volumetrics by applying a less “uniform” appearance.

Lastly, we’ve added replacements for a handful of missing assets which just missed the initial release and patches, improved the appearance of water, and optimizing the Antlion enemy model. This is in addition to stability improvements from integrating a newer version of the RTX Remix runtime, a fix to light flickering in some parts of the demo, and a fix for the fast switch menu being enabled by default on some machines.
Changes:
Investigating Reported Issues:
For recommended specs and optimization to get the best performance in Half-Life 2 RTX please see here.
Orbifold Team