[360, PS3] Crysis 2

Would be cool if they did something like a TDM that would take like 30 min and the sun would move with how far the highest scoring team was. Like when the match begins TOD is around 12:00 half way the score bar TOD is around 16:00 and goes on till its dark and there is a winner with each transition taking around 10 min. I believe Crysis multiplayer did it.
 
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Would be cool if multiplayer levels has random TOD but it will never happen i think.
Like Skyline first time as dusk then when loaded again at sunset.

That would be great ! Like MS:pR has different TODs for some race courses. It would be so great actually ! With their realtime lighitng solution , its totally possible, but I am sure, just like many other good ideas, it'll never happen !
 
Precalculated lighting requires tedious compilation times for each level, running raytracing or photon mapping based GI calculations with high precision and all. Back in the Quake days id used to have some serious computing power with SGI servers in the basement to speed up level design iterations. I imagine they've had to build a new farm again for Rage and Doom4.

Then again, Crytek's GI system probably requires some amount of precomputed info too, I'd guess, but it's still less extensive. You can change textures and shaders and watch the results in at least near-realtime speeds, instead of having to wait a day to notice that the new floor texture makes everything in the room look yellow or so.
 
I remember Stalker grinding with realtime radiosity ON ! But then that was unoptimised, not be used code !

Actually it was photon based GI, real ray-tracing with limited bounces and ray traveling distance. The main problem was that it was mainly CPU based and only ran on max 1 thread togehter with rest of game logic. Actually I dont think any Stalker game uses more than 1 CPU thread besides simplistic streaming dedicated to second thread if available. They never bothered optimising it more and moving work to mainly GPU (maybe was not really possible without GPGPU either). Also their implementation was buggy and breaks when using MSAA. But it sure was nice and it got applied for all lightsources bar sun as that would make rendering immensly slow with all the rays to trace.

Metro 2033 though has more optimised version AFAIK though it still requires lots of perfomance. The highest quality GI makes PC trace around 30k-40k rays and render 10k-15k dynamic lightsources for the costly GI in a 64m radius. My E8400 dual-core and 4890 can barely do 5fps at max DX10/4xMSAA/1680x1050 setting with that GI setting enabled in Metro 2033. :LOL:

r_gi 1
r_gi_distance 64
r_gi_quality 1.0

"stats on" to show debug info.

Cryteks solutions is far more elegant pefomance wise.
 
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You know what looks terrible? Crysis MP on Medium settings:

Considering this is what most people said the consoles were capable of running Crysis at, I'm really stunned at how bad it actually looks.

That does look bad but its also a very unflattering shot with horrible ailiasing and no AF. Crysis on Medium can look FAR better than that, even the multiplayer. I remember taking shot at Medium (admittedly on single player) a few years back that compares very nicely with what we're seeing here.

That said, I think the general expectation was that the consoles could achieve something along the lines of a medium/high blend ofsettings with some limited very high thrown in for good measure. And that's basically what we're getting. remember these are much smaller environments as well so that has to be taken into consideration.
 
Precalculated lighting requires tedious compilation times for each level, running raytracing or photon mapping based GI calculations with high precision and all. Back in the Quake days id used to have some serious computing power with SGI servers in the basement to speed up level design iterations. I imagine they've had to build a new farm again for Rage and Doom4.

Then again, Crytek's GI system probably requires some amount of precomputed info too, I'd guess, but it's still less extensive. You can change textures and shaders and watch the results in at least near-realtime speeds, instead of having to wait a day to notice that the new floor texture makes everything in the room look yellow or so.
I'm almost certain that it's calculated on the spot, judging from developer remarks and some of the demonstration videos. This one is a good example:
http://www.youtube.com/watch?v=FqeXuO2AlEE&t=1m20s

Of course, you wouldn't actually be able to move the light in-game at those speeds.

Also, performance numbers for that scene are at 113fps at 1280x720 on a Geforce 280, which is pretty impressive.
 
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That does look bad but its also a very unflattering shot with horrible ailiasing and no AF. Crysis on Medium can look FAR better than that, even the multiplayer. I remember taking shot at Medium (admittedly on single player) a few years back that compares very nicely with what we're seeing here.

Yeah and multiplayer is less flattering becouse they muted the lighting intesity and sky zenith values.
 
Are light bounces being calculated for Muzzle flashes + grenades too ? That would make a really pretty night time map !

Anyways, we have to remember its Cryengine's first foray into consoles. We are comparing it to 2nd or 3rd iterations of other engines on this console cycle. it is still holding up well in the lighting dept. I am sure their next game, Kingdoms, will be better as they get more time with the hardware(also, it is an exclusive).

I am sure the PC version with GI, AO, muzzle flash shadows and destructible cover(I hope) will floor all ! Its the dev's first shot at limited HW, we can't really expect the moon !
 
I just started playing the first game (5 bucks on steam), and despite all the tech shenanigans it just looks bland as hell in my eyes. Same with the second game.
 
Crysis? Bland? :oops:

I guess it depends on what settings you play it at. I previously took some vanilla very high shots which I posted in another post. Then perhaps some like more stylised visuals than a more 'realistic ' approach.

http://forum.beyond3d.com/showpost.php?p=1504958&postcount=959

Anyway here's some screenshots from Crysis, vanilla maps/TODs/files, vanilla very high config -POM, edge AA 2 and native res... everything Crytek Crysis default.
http://img841.imageshack.us/img841/2546/crysisvanilla.jpg
http://img690.imageshack.us/img690/7340/crysisvanilla2.jpg
http://img69.imageshack.us/img69/8238/crysisvanilla3.jpg
http://img543.imageshack.us/img543/6342/crysisvanilla4.jpg
http://img440.imageshack.us/img440/4015/crysisvanilla5.jpg
http://img138.imageshack.us/img138/7205/crysisvanilla6.jpg
http://img225.imageshack.us/img225/4571/crysisvanilla7.jpg
http://img149.imageshack.us/img149/9605/crysisvanilla8.jpg
http://img801.imageshack.us/img801/361/crysisvanilla9.jpg
http://img137.imageshack.us/img137/9450/crysisvanilla10.jpg
http://img101.imageshack.us/img101/443/crysisvanilla11.jpg
http://img130.imageshack.us/img130/8630/crysisvanilla12.jpg
http://img153.imageshack.us/img153/9519/crysisvanilla13.jpg
http://img256.imageshack.us/img256/8159/crysisvanilla14.jpg
http://img641.imageshack.us/img641/3464/crysisvanilla15.jpg
http://img137.imageshack.us/img137/5375/crysisvanilla16.jpg
http://img704.imageshack.us/img704/2546/crysisvanilla.jpg
http://img253.imageshack.us/img253/7340/crysisvanilla2.jpg
http://img810.imageshack.us/img810/8238/crysisvanilla3.jpg
http://img510.imageshack.us/img510/6342/crysisvanilla4.jpg
http://img710.imageshack.us/img710/4015/crysisvanilla5.jpg
http://img843.imageshack.us/img843/7205/crysisvanilla6.jpg
http://img715.imageshack.us/img715/4571/crysisvanilla7.jpg
http://img207.imageshack.us/img207/9605/crysisvanilla8.jpg
http://img502.imageshack.us/img502/361/crysisvanilla9.jpg
http://img524.imageshack.us/img524/9450/crysisvanilla10.jpg
 
Okay I played this demo and from what I can tell the framerate has improved drastically over the closed beta, its pretty much stable 30FPS now, compared to the sub 30 to 20FPS of the closed beta. The smoother framerate certainly helps to make the visuals feel nicer....and the closed beta also had an uncapped framerate so the experiences was very jerky.
 
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Played the 360 demo. Visually . . . well, it isn't the best looking console game imo. It might very well have more advanced tech under the hood, but what hits the screen isn't the best ever imo.

I'm actually more concerned about the gameplay, which in the demo I found to be extremely bland. The gunplay feels weak and unsatisfying. Not nearly as good as COD or BC2 imo. I bring this up because I think this is where the game will be judged most critically in the console space.
 
Yea that's one of my concerns as well ,Crysis/Wars were fantastic due to the fact that they were trying something different, but this one however is simply trying to pull off a COD and take over its crowd....and lets be honest, no one does that kind of gameplay better than COD itself.
 
The area where I noticed it isn't really visible in videos, but I'll see if I can take a shot with my camera when I get the chance.

Looking forward to it :D

But isn’t it more expensive in resources to have dynamic lighting instead of static ones? So what’s the point if you are not going change the TOD while playing?
1) Unified lighting model, everything is lit with exactly the same method.
2) Dynamic objects can and do bounce light off. That doesn't happen with static solutions.
3) Being able to make all the lighting changes you want and see the results in an instant instead of waiting several minutes/hours is definately a godsend for developers. Laa-yosh explains it nicely.

Just hoping it would run well with GI on :cool: ! I remember Stalker grinding with realtime radiosity ON ! But then that was unoptimised, not be used code !
GI_LPV.jpg


Then again, Crytek's GI system probably requires some amount of precomputed info too, I'd guess, but it's still less extensive.
No precalculation whatsoever :D
 
Outside of the really rough look, shadow cascade, (awful) texture pop ins and the generally lacklusture looking Skyline map ...I think its decent enough (still not sold on the real time radiosity though). Fully convinced that the Single Player will look loads better (there was a fairly wide gap between Crysis/Warhead's SP and MP potion). Also I see they now have Object motion blur in MP as well.

I already pre-ordered the PC ver. but I might just buy the console ver. just for the heck of it, for some reasons unknown, owning a console copy gives me a greater degree of satisfaction than a PC one :p

EDIT: The one problem which I see right now is that the shadows may be too light, they should darken them a bit, even the interior shadows aren't as dark as they are supposed to be.
 
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