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Old 01-Mar-2010, 03:19   #726
L. Scofield
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The only annoyance for me is the way the indirect shadows move through the grid.
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Old 01-Mar-2010, 05:49   #727
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Yeah, having the secondary shadows "jump" is an obvious artifact, but maybe the VPL resolution will be something editable within the config file??
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Old 01-Mar-2010, 15:44   #728
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If they get it looking 80% that good on console...new graphics champ confirmed.
IMO, if they pull it off, it will make the top spots, at least on PS3, with UC2 having the edge art-wise, and C2 tech-wise.
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Old 02-Mar-2010, 14:36   #729
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18 screens and Games Radar preview http://www.gamesradar.com/xbox360/cr...01103043632061

Still near top of my most wanted list. Hope it actually makes it this fall. Looking forward to the no doubt big reveal at E3 as much as any game.
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Old 03-Mar-2010, 19:40   #730
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Remember this quote?

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.
http://www.pcgameshardware.de/aid,70...on-Spiel/News/

I assume most of us (if not all) thought about this sort of effect (albeit not as HQ)
http://wpcontent.answers.com/wikiped.../52/Mirror.jpg

Well, thanks to the keen eye of abominator on inCrysis, it shows that we weren't quite right:

http://www6.incrysis.com/screenshots...esradar_09.jpg

See the light reflected of the left windows casted onto the right building? Woah
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Old 03-Mar-2010, 19:44   #731
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Woah ! That was.....totally unexpected
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Old 03-Mar-2010, 19:48   #732
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It's called caustics.

Artistically, these are a bit underwhelming. Small closed spaces within the city (probably because of the light propagation grid size?), with washed out highlights and dark mid range so you can't see to much of it in the end anyway.
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Old 03-Mar-2010, 20:06   #733
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Although real time calculation of that reflection is impressive, it can easily be baked on the texture and most people wouldn't be any wiser to notice it.
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Old 03-Mar-2010, 20:30   #734
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Originally Posted by corduroygt View Post
Although real time calculation of that reflection is impressive, it can easily be baked on the texture and most people wouldn't be any wiser to notice it.
Probably, but crytek also likely has a full day/night cycle going so it couldn't be pre-calculated - hopefully they'll leave you wandering in the city long enough to experience it, though.

Honestly, I'm surprised the spherical harmonic approximation they're using for the indirect light distribution can maintain that kind of resolution. I wouldn't be surprised if those caustics were being calculated in some other way.

Altogether, though, it's really exciting to see a fairly robust GI solution running on current gen consoles - especially one that can do multiple bounces and secondary occlusion, though, whether those two features will be active in crysis 2 is questionable since most of the video they've shown is only for single bounce, unoccluded light.

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Old 03-Mar-2010, 20:39   #735
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Artistically, these are a bit underwhelming. Small closed spaces within the city (probably because of the light propagation grid size?), with washed out highlights and dark mid range so you can't see to much of it in the end anyway.
I agree. Maybe we'll see some more impressive stuff in the future; like scenes near sunset where the majority of the light is indirect.

I also wonder if most of what we've seen is from consoles, but the washed out highlights and mid range coloring is hard to explain. It's pretty consistent through the shots in their light propagation papers too. Maybe they're using very cheaply calculated tone mapping or something.
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Old 03-Mar-2010, 22:24   #736
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Although real time calculation of that reflection is impressive, it can easily be baked on the texture and most people wouldn't be any wiser to notice it.
Crytek has been very direct about not faking anything. If they have something in game, it's real time and dynamic. However, I doubt those shots are from a console of any kind; probably a HD5970 or something similar.
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Old 03-Mar-2010, 23:04   #737
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Quote:
Originally Posted by corduroygt View Post
Although real time calculation of that reflection is impressive, it can easily be baked on the texture and most people wouldn't be any wiser to notice it.
http://www.mycrysis.com/articledetai...?article=43305
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Why Crytek?

First fully dynamic engine tech.
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Old 03-Mar-2010, 23:05   #738
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I didn't say crytek is faking it, just that it would be more efficient to fake it in most cases. The user sees what's on the screen and not how it's achieved. Unless crysis is going to be like gta4, it would be much more efficient to bake it or use a shader to achieve the same effect. I'd like all my games to be Ray traced in real time to get accurate non fake lighting and reflections but we can't have that can we?
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Old 03-Mar-2010, 23:09   #739
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I didn't say crytek is faking it, just that it would be more efficient to fake it in most cases. The user sees what's on the screen and not how it's achieved. Unless crysis is going to be like gta4, it would be much more efficient to bake it or use a shader to achieve the same effect. I'd like all my games to be Ray traced in real time to get accurate non fake lighting and reflections but we can't have that can we?
Isn't it making games is about faking? everything in games is fake. It's just how we make it more believable.
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Old 04-Mar-2010, 00:24   #740
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Originally Posted by CNCAddict View Post
Crytek has been very direct about not faking anything. If they have something in game, it's real time and dynamic. However, I doubt those shots are from a console of any kind; probably a HD5970 or something similar.
Just because it's realtime and dynamic, it's usually still a fake. Doesn't detract from it and I see your point, but let's just not start assuming that everything is done by the book here. It's all about smoke and mirrors in computer graphics, both offline and realtime rendering, it's just the actual methods that are still quite a bit different.
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Old 04-Mar-2010, 01:00   #741
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Dynamic and real time is worlds apart from a pre baked light and is a lot less "FAKE". I fully realize crytek isn't using unbiased rendering to attain the image.....
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Old 04-Mar-2010, 07:55   #742
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Quote:
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Dynamic and real time is worlds apart from a pre baked light and is a lot less "FAKE". I fully realize crytek isn't using unbiased rendering to attain the image.....
Baked/ realtime has nothing to do with fake/real .It's still faking,but in realtime.
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Old 04-Mar-2010, 08:02   #743
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Indeedy. The term 'fake' needs to be dropped in these cases. Use 'prebaked/precalculated' and 'dynamic/realtime' to differentiate between the types of fakery being used!
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Old 06-Mar-2010, 02:43   #744
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http://media.bestofmicro.com/J/E/240...2_03042010.jpg

I find it incredibly hard to believe that that Nanosuit is a real time model. It looks unreal. Not one polygonal edge visible. Character tessellation?
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Old 06-Mar-2010, 07:55   #745
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It's been already said that the model isn't "real". The rest of the screen is though.

I'm pretty sure these screens are supposedly from the 360/console build too. I mean the shots accompany many specific X360 or PS3 previews, even if theyre never explicitly stated as to platform. Plus, they look amazing, but not amazing enough to be pushing a high end PC to it's knees.

If so, definitely one of the best looking games on console. Hope we see footage at GDC.

BTW here is the direct feed screens leaked earlier, that Gamesradar posted and were later pulled. Something like 20 in all http://www.crysisnews.de/news-artike...s,46595,1.html

Last edited by Rangers; 06-Mar-2010 at 08:17.
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Old 06-Mar-2010, 07:58   #746
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Quote:
Originally Posted by Turok View Post
http://media.bestofmicro.com/J/E/240...2_03042010.jpg

I find it incredibly hard to believe that that Nanosuit is a real time model. It looks unreal. Not one polygonal edge visible. Character tessellation?
That's because it isn't. IIRC, they're officially composite photos of a CG character pasted over in-game materials. Makes sense when you consider we'd never really see our character from these angles, except for maybe in cut scenes.
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Old 06-Mar-2010, 08:34   #747
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Actually I think it's Crytek using Xenos tessalation for the first time.
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Old 06-Mar-2010, 12:15   #748
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BTW here is the direct feed screens leaked earlier, that Gamesradar posted and were later pulled. Something like 20 in all crysisnews.de/news-artikel,Brandaktuelle-Crysis-2-Screens-Update-Downloads,46595,1.html
Bad screens, abort, abort!

GamesRadar lamely took the liberty of altering the screens by adding lots of brightness and changing all sorts of other parameters as well that resulted in an ugly, "bloomed" and wrongly-colored look. Blargh!

Here's 17 UNALTERED screenshots: http://www.incrysis.com/index.php?op...d=851&Itemid=1
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Old 06-Mar-2010, 12:49   #749
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This is considerably better looking.

F*** GamesRadar, just what the hell were they thinking??
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Old 06-Mar-2010, 14:53   #750
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It's been already said that the model isn't "real". The rest of the screen is though.
More like, it's been "speculated". Nothing official.

The model also appears here:
http://www6.incrysis.com/screenshots..._screen_01.jpg

Looks like gameplay to me. Also, remember Crysis was released in 2007. It's 2010 now, is it really that hard to believe it when you consider this is Crytek?
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