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Old 01-Jan-2010, 21:30   #676
Svensk Viking
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I recently saw the analysis of the engine on Eurogamer that has been posted here(or if it was some other thread)

Is it often that tech-demos has low framerates, pop-ins and other issues?

Is it likely that they will need to tone down some visuals, if they want to keep the vast environments intact on consoles?
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Old 02-Jan-2010, 02:16   #677
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I am sure they will have additional perfomance and also Crysis 2 seems to have lots of occluding objects to up perfomance vs CE3 console techdemo/Crysis games.
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Old 16-Jan-2010, 14:08   #679
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Not really CE3-related, but Crytek released their Sponza Model for free.
http://www.crytek.com/downloads/technology/
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Old 05-Feb-2010, 18:05   #680
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New interview with Cevat Yerli:
http://www.pcgameshardware.de/aid,70...on-Spiel/News/

Google translated

Quote:
In addition, supports the Cryengine 3 multi-core processors, offers a streaming functionality and includes a new rendering technology. The so-called deferred lighting "allows you to integrate an incredibly high number of dynamic lights in a scene, without, however, take much computing power all available. In addition, we have "real-time global illumination integrated in the engine: Without giving prior calculations or geometric limitations are present flashes of light, color ranges and mirror effects in a real-time engine - both static and dynamic objects. With the help of all these new features and improvements we want our big objective, which set standards on all platforms to reach.
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Old 05-Feb-2010, 21:32   #681
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Quote:
Originally Posted by L. Scofield View Post
He's just talking about their Light Propagation Volumes technique when he mentions "mirror effects"
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Old 06-Feb-2010, 08:42   #682
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Quote:
mirror effects in a real-time
You know there's RT mirrors in game since around unreal 1 ,don't you ?
IT's basically just a portal.
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Old 06-Feb-2010, 17:35   #683
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It's good news because that was basically a non-existant feature in CE2
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Old 09-Feb-2010, 15:12   #684
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I just learned that Martin MIttring is no more at Crytek.
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Old 09-Feb-2010, 15:14   #685
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Quote:
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I just learned that Martin MIttring is no more at Crytek.
Yep, he's at Epic since several months
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Old 09-Feb-2010, 16:42   #686
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Yep ,Graphic engine achitect ,no less..
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Old 10-Feb-2010, 16:37   #687
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Any "official" statement on this? Ofc, not that I don't believe.
I know some of you guys are in the industry, so you probably have info before others and Twitter is very good for comments, news and gossips.
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Old 10-Feb-2010, 16:39   #688
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What "official" statement? Epic issuing a press release "nyah nyah, we got your rocket scientist"?

It's in his LinkedIn profile. Conspiracy theories how some evil, PC-hating enemy of Crytek has set up a fake LinkedIn account incoming in 3... 2... 1...
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Old 10-Feb-2010, 19:13   #689
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Quote:
Originally Posted by assen View Post
What "official" statement? Epic issuing a press release "nyah nyah, we got your rocket scientist"?
I was thinking about news on on Crytek's or some tech/gaming site. Nvm...

Quote:
Originally Posted by assen View Post
It's in his LinkedIn profile. Conspiracy theories how some evil, PC-hating enemy of Crytek has set up a fake LinkedIn account incoming in 3... 2... 1...
Why are you so "defensive"?
I really didn't want to imply "Epic wants PC gaming to die and has the biggest monies to splurge on "players" of competitors's team".
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Old 10-Feb-2010, 19:25   #690
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Isn't EPIC part of the PCGA?
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Old 10-Feb-2010, 20:01   #691
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Just like Microsoft.
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Old 11-Feb-2010, 15:26   #692
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http://www.gamesthirst.com/
Quote:
Gary Steinman’s letter to the mag’s fans, some very big and important details were released.

Take a leap of faith past the break.
Talking about the the main feature of the March 2010 issue, Crysis 2, Stein said this:

“Yes, it’s a PC franchise. But when it’s widely regarded as one of the greatest shooters to ever grace the big gray box, it matters,” Steinman wrote.

“But that’s not the only reason I put Crysis 2 on the cover. A few months back, an old friend at EA snuck in to PTOM towers and showed me top-secret footage of the game in action. It was stunning – better looking than almost anything I’ve ever seen on PS3. and here’s the best part: All the glorious wreckage, the metropolitan carnage, the dynamic lighting and the realtime destruction, was generated not on a PC, nor an Xbox, but PS3.”

Big words my friends, but Steinman didn’t stop there….

“Yep this baby is being built to take advantage of the massive power the PS3 offers – which is nothing to scoff at, considering Crytek’s original Crysis was almost unplayable on anything but the highest-end PCs when it was released.

“Five minutes after my pal left, I began the push to be the first magazine to reveal Crysis 2’s true glory. And here we are.”

Well, if we’re to go by what Mr. Steinman said, something big, has just landed.
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Old 11-Feb-2010, 19:49   #693
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Quote:
one of the greatest shooters to ever grace the big gray box
oh my....

what to do with the rest then ?...
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Old 16-Feb-2010, 10:30   #694
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New paper from Crytek:

Quote:
Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
http://www.vis.uni-stuttgart.de/~dac...wnload/lpv.pdf
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Old 16-Feb-2010, 21:50   #695
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Quote:
Originally Posted by SlmDnk View Post
thanks for the link!, there is even a direct timeing comparison of the scene for Xbox and PS at the end of the paper.

Can someone maybe explain me (in a way I can understand why the PS3 beats the other challengers in the categorie "LPV Lookup"? Lookup on PS3 is so fast that it catches up in timings and even overtakes the Xbox in the "no occlusion" test.

Is it solely due to the weak PS GPU that it gets beaten up in the rendering categorie, or are there any other reasons?
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Old 17-Feb-2010, 02:43   #696
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Are these indirect shadows what I'm looking at? If so x 1000000
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Old 17-Feb-2010, 03:08   #697
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Very impressive how that GTX285 slices through those effects with those visuals.
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Old 17-Feb-2010, 03:15   #698
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Definitely looks like indirect shadows Now where is the video he mentions in the article?! I want to see that shadow move when the light moves.
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Old 17-Feb-2010, 07:18   #699
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indirect shadows in the sense of light bleeding occlusion,naturally.Still very low frequency , but nice.
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Old 17-Feb-2010, 18:59   #700
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In the article the PC version is running at a RSM (reflected shadow map) size of 256^2 and the consoles at 128^2. Also the VPL (Virtual Point Light) calculation is 4-8x faster on GTX285. I think it's safe to say that any next gen PC card will smash through these calculations fast enough to make a large quality increase possible when compared to consoles. Figure 7 bottom right picture shows 2 bounces of GI and it's running at 85fps
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