In recent years, the gaming landscape has been marked by a series of poorly optimized PC titles, leaving players grappling with power-hungry experiences that often resemble virtual slideshows. Notable examples include 2023’s Star Wars Jedi: Survivor and the latest installment of Borderlands 4. Industry figures like Randy Pitchford suggest that gamers should simply upgrade their hardware to meet the demands of visually stunning games, which, according to them, require rigs powerful enough to illuminate a small town.
Innovation in Game Design
However, there may be an alternative approach that emphasizes good design and technical ingenuity, potentially alleviating the burden of high system requirements. A recent demonstration of this concept comes from modder, YouTuber, and mapper Goonya’s Animations, who ingeniously adapted a map originally created for Half-Life 2 to run on the older GoldSrc engine of Half-Life 1. Remarkably, this transition resulted in minimal visual differences, showcasing phong-shaded reflections and maintaining the same atmospheric lighting and shadowing characteristic of the original map.
While the visual upgrade is commendable, it’s worth noting that running Half-Life on modern machines is not particularly challenging, even with the enhancements Goonya incorporated. What sets his work apart is the performance test conducted on a Pentium 4 laptop dating back to 2002. Utilizing one of the oldest builds of Half-Life compatible with Windows XP, Goonya demonstrated that the map could achieve frame rates between 30 and 60 fps on hardware that was already considered outdated at the time of Half-Life 2‘s release.
The response to Goonya’s video has been overwhelmingly positive, with many viewing it as a triumph over the technical challenges posed by contemporary games. One YouTube user, DotMeister, commented, “The fact that those graphics run so well on such an old and bad computer really shows that modern games need better optimization.” Others have pointed out that modern titles are often more visually complex than Valve’s classic shooters, with user statejic1020 noting that “Half-Life 2 and the original Half-Life are doing nowhere near that under the surface.”
Nevertheless, Goonya’s video underscores the potential performance and fidelity advantages that traditional lighting systems can offer compared to all-purpose solutions like ray tracing. This insight is particularly relevant for modern game development. For instance, in the case of Battlefield 6, EA chose not to implement ray tracing or require DLSS, instead prioritizing the creation of a visually appealing game that, as technical director Christian Buhl described, was “performant without a lot of extra stuff.” The outcome was a remarkably smooth gaming experience, even on older hardware like the 2080 Super, where the absence of ray tracing went unnoticed.
Goonya’s work serves as a poignant reminder that games have long possessed the capacity for impressive visuals, and it raises an important question for developers: Is the pursuit of marginal visual enhancements truly worth the associated performance costs, both financially and in terms of human resources?