▁as ▁the ▁player ▁ex its ▁a ▁dark ▁area ▁into ▁a ▁light ▁area , ▁the ▁new ▁area ▁is ▁initially ▁gl aring ly ▁bright , ▁but ▁quickly ▁dark ens , ▁representing ▁the ▁adjust ment ▁of ▁the ▁player ▁character ' s ▁eyes ▁to ▁the ▁light . ▁New ▁cube ▁mapping ▁techniques ▁allow ▁the ▁reflection ▁cast ▁by ▁an ▁object ▁to ▁correspond ▁with ▁the ▁bright ness ▁of ▁the ▁light ▁source , ▁and ▁light maps ▁enable ▁light ▁b oun cing ▁and ▁global ▁ill um ination ▁to ▁be ▁taken ▁into ▁account ▁in ▁the ▁rendering . ▁Ref raction ▁effects ▁were ▁added ▁to ▁make ▁light ▁account ▁for ▁the ▁physical ▁attributes ▁of ▁an ▁object ▁and ▁to ▁em ulate ▁the ▁way ▁light ▁is ▁reflected ▁by ▁water . ▁The ▁Lost ▁Coast ▁level ▁is ▁specifically ▁designed ▁to ▁show case ▁these ▁effects . ▁It ▁uses ▁the ▁sea ▁and ▁beach ▁as ▁opportun ities ▁to ▁demonstrate ▁water - based ▁effects , ▁the ▁monaster y ▁to ▁demonstrate ▁blo om ▁from ▁its ▁white w ash ▁walls , ▁and ▁the ▁san ctu ary ▁to ▁provide ▁the ▁means ▁to ▁show ▁ref raction ▁through ▁st ained ▁glass ▁windows ▁and ▁cube ▁maps ▁on ▁golden ▁ur ns ▁and ▁cand l est icks . ▁ ▁As ▁a ▁technology ▁show case , ▁Val ve ▁considered ▁Lost ▁Coast ▁to ▁have ▁very ▁demand ing ▁system ▁requirements . ▁The ▁game ▁runs ▁on ▁computers ▁with ▁specific ations ▁lower ▁than ▁what ▁is ▁recommended , ▁al beit ▁without ▁some ▁key ▁features ▁such ▁as ▁high ▁dynamic ▁range . ▁If ▁a ▁non - high - dynamic - range - cap able ▁card ▁is ▁used , ▁the ▁developer