Having a problem with view image, Go Here
Sterilize the room in 30 minutes and enjoy the crisp, bacteria free-air!

te 1997 brought yet another sweeping set of changes to the genre. Hexen II, based on a heavily modified Quake engine, was released in September. It was followed by Star Wars Jedi Knight: Dark Forces II, based on the Sith engine, in October, and Quake II, based on the Quake II engine, in December. First-person shooters of this generation were the first to offer 3D hardware acceleration via DirectX and/or OpenGL, and often offered a choice between that and software rendering. The difference was not just in frame rates: software rendering modes looked extremely pixelated due to nearest-neighbor resizing, just as previous generations of shooters did, while 3D hardware acceleration modes added support for features like linear filtering (which smoothed out the pixelation) and colored light sources. Unreal, released in May of 1998, introduced the world to the Unreal Engine, which in its various iterations would go on to become the primar y competitor to the various iterations of the Quake Engine (later renamed id Tech). This generation was the first to ditch DOS and require Microsoft Windows. Non-hostile NPCs became common during this generation, but true "allied" NPCs that helped the player in meaningful ways were rare. November of 1998 saw the back-to-back releases of three titles. The first, on November 9th, was SiN, based on the Quake II engine. The second, on the 19th, was Valve's Half-Life, based upon the GoldSrc engine, an extremely heavily modified Quake engine. Initially met with only mild anticipation, it went on to become a commercial success. While most of the previous first-person shoo