Im basing my statement on simple algorithmics. Radiosity solvers , while not
using extremly comple algos, are to be run on a very high number of samples
to solve the problem, Thus, they are inpractical to achieve interactive
frame rates on  today (and tommrow) hardware. There are experiments for real
time radisoity
using  last generation GPUs coupled with clusters of very fast computers,
using paralel processing, and which can achieve a interactive frame rate.
However,
they do need a very large number of CPUs.

@ "How on earth can you make such a claim?"

 Try to put yourself at current with latest GPU technology, and lighting
algorithms. Then you will be able yourself to make educated statements,
providing you
can understand the problems. Also, you should try to undertsand the
complexity of global illumination problems.

@"Why not wait until we see what can be done with it"

It wont make any difference. I can wait till the end of time.


Anyway,  maybe the closest thing to "real time radisoity" which can run on
today top hw, are lighting solutions based on precomputed radiance transfer
algorithms.
While working at their best with low frequency lights, they can be used to
generate some global illumination effects, such as as interreflections on
materials, soft shadows, subsurface scattering. Note that the technique
still relays on a extremly computational intensive algos, which are done
in a pre-process phase.




----- Original Message -----
From: "McCormack, Chris" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 29, 2004 12:52 PM
Subject: RE: [hlcoders] Realtime radiosity & Source ?


> Maybe he is basing it on the leak. hmmm
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Michael
> Shimmins
> Sent: 29 November 2004 10:42
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Realtime radiosity & Source ?
>
>
> How on earth can you make such a claim?  You think just because it isn't
> implemented in HL2 that the Source Engine isn't capable of it?
>
> Who's to say HL2 exposed 100% of the functionality of the Source Engine.
>
> Why not wait until we see what can be done with it, before blindly
> stipulating that which can not.
>
> Michael
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly
> Sent: Monday, 29 November 2004 8:37 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Realtime radiosity & Source ?
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> http://www.valvesoftware.com/sourcelicense/enginefeatures.htm
> states that the Source engine supports realtime radiosity lighting. This
is
> obviously false and Valve should take it out from their web page.
> --
>
>
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