CryENGINE 3

Discussion in 'Console Technology' started by Kanyamagufa, Mar 11, 2009.

  1. _Enigma_

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  2. L. Scofield

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    The deferred lighting. That's a huge improvement considering that in CE2 you can have only a dozen or so lights on screen before nasty artifacts start to pop-up.

    Global Illumination.

    That may be the case, actually. A couple of things from CE2 demos didn't make it into the game, such as realtime ambient maps, indirect lighting and ocean waves. Although not shown in demos, cloth physics are also supported, but they're currently very taxing.
     
  3. _phil_

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    Frankly..... this isn't serious, is it ?
     
  4. SlmDnk

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    You mean the video?

    Why do you say that?
     
  5. Neb

    Neb Iron "BEAST" Man
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    CE2 can render onscreen by far more realtime lights, shadow casting or mix between shadow casting and dynamic without artifacts. But it's probably just not optimal regarding perfomance as it would be with CE3.

    The Core missions is an example where it orginal has upwards 40 or more dynamic lightsources. hitting 20 is not rare with muzzleflashes ect. I've had no problem in editor with 40/60 (shadow casting/dynamic).

    Although they did implement an optimised GI solution for both Crysis and Warhead. The Crysis editor has indirect lightsources to place out of 3 types. Advanced, simple and fake IIRC. Though the CE3 GI is more true to real raytracing GI AFAIK and certainly more taxing as a future/top-end feature.


    Realtime ambient maps are present in Crysis, heavily used in Fleet mission (carrier). Indirect lighting to but the ocean waves are not fully functional and results in black ocean waves.
     
    #265 Neb, Mar 30, 2009
    Last edited by a moderator: Mar 30, 2009
  6. Turok

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    Wow, that collision detection for the smoke at 1:07 is pretty amazing.
     
  7. L. Scofield

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    I just did a test and while it's possible to put a lot of lights on the scene, some of them dissapear when many are on the screen. Maybe if they're spaced enough or use some sort of automatic on/off switch based on proximity it could work, but otherwise it's pretty limited.

    Indirect lights are useless in CE2 because they act exactly the same as regular lights. It's a broken feature.

    You may be thinking of the demo video that showed the RAMs on the carrier but they're not used in the final game. I saw a thread at crymod that talks about how the RAM works on the final build, but the implementation gives a totally different effect than the one showcased on the demo video. Also, the black waves are due to just altering the TOD.
     
  8. BadTB25

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    WOW!

    Giving it a second and third look with explanations really add a lot to it. There was so many things that I just did not notice before. I guess I don't have the eye for it.

    I'm especially impressed by the jungle scene when the character was shooting at the trees. All real time too.
     
  9. Neb

    Neb Iron "BEAST" Man
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    Might be dependant on situation, outdoor/indoor. Still there are places in Core with upwards 40 lightsources accoding to the debug info (realtime). I expect though CE3 to go far beyond that.

    Actually it seems to be correct, it seems broken or just works in special places. I am sure though I saw some indirect ligthsources placed out in some singleplayer maps while browsing through them. Might not work anyway or only in DX10.

    Never really compared it to the techdemo but they are in the game although might be different/simplified. e_ram_maps, e_indir_lighting, e_ambient_occlusion.


    *** Things might have changed with the latest patches.


    EDIT:

    http://www.incrysis.com/wiki/index.php/Crysis_Graphics
     
    #269 Neb, Mar 31, 2009
    Last edited by a moderator: Mar 31, 2009
  10. Barbarian

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    I wholeheartedly agree with this sentiment.
    The memory/performance and complications in engine design to support MSAA (and it's basically to support 2x MSAA, 4xMSAA is pretty much out of the question) feels unjustified for the tiny problem that it solves. Especially in a deferred lighting setup where it's even harder to gain from it compared to a full blown FSAA.
     
  11. L. Scofield

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    That might be the number of lights on the scene but they're probably not activated all at once. Specially considering that having so many lights at once would REALLY kill performance.


    Some levels fake IL like in the carrier. Or this for example:

    http://i185.photobucket.com/albums/x192/AtsEst/KZ_2005_3-1.jpg

    and

    http://www.crymod.com/thread.php?threadid=45618&threadview=0&hilight=indirect&hilightuser=0&page=1

    Looks like IL but it's faked using additional lights.


    That article contains very outdated information. This paper reveals that the RAM feature was dropped, and was in fact replaced by SSAO.

    There's a function in the editor for RAMs but it only produces some sort of improved-SSAO effect:

    http://www.crymod.com/thread.php?threadid=39268&hilight=ram
     
  12. PhilB

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    Are you talking about the ocean waves feature that was dropped? I'm pretty sure setting e_water_ocean_waves (or whatever the CVAR is) to on does nothing but produce and unfinished wave effect, represented by thick black lines in the water (regardless of the TOD).

    As for the RAMs, I thought the effect was added back into Warhead? They called it global ambient lighting (not sure if it was actually RAMs but the effect supposedly was supposed to be the same).
     
    #272 PhilB, Mar 31, 2009
    Last edited by a moderator: Mar 31, 2009
  13. L. Scofield

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    Oh no, I was just talking about the water color.

    I haven't seen it featured in any part of the game : /.

    ________

    New inverview with Cevat Yerli

    http://www.gametrailers.com/player/47412.html
    http://www.gametrailers.com/player/47410.html

    Far better than all previous interviews, plus it has more footage than the already extended trailer.
     
  14. PhilB

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    Well I guess it's not the same as the RAMs then (looking at the thread you posted a bit back, it doesn't look like that is in Warhead). However, something they call global ambient lighting is in Warhead. According to Crytek it's a better/faster reworked lighting system that better shows off the detail in the normal maps (maybe better SSAO as well). Don't know much else about it though besides what Crytek mentioned.
     
  15. bagofsuck

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    This Deferred lighting (Cry Engine 3)is more aggressive( superior/whatever you wanna call it) than the one found in KZ2?
     
    #275 bagofsuck, Mar 31, 2009
    Last edited by a moderator: Mar 31, 2009
  16. ultragpu

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    Not the same thing I believe, KZ2 uses Deferred Rendering, different to Deferred lighting.
     
  17. bagofsuck

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    Oh ok.. i'm not an expert..but isn't Cry Engine 3 a mix of Forward and Deferred rendering?
     
  18. TheAlSpark

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    KZ2 defers the lighting calculation. It also has its forward rendering path for transparent objects. ;)

    Folks, let's not get too caught up with whose ePen is larger mmmkay? For an engine that is still in production, there is little tangible reason to compare engines from different companies.
     
  19. L. Scofield

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    I'm thinking it's an improved SSAO too.

    __

    I'm also wondering how many of those 300 lights can cast shadows at once.
     
  20. Neb

    Neb Iron "BEAST" Man
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    No it is not improved SSAA alone. That might be tweaked for Warhead/Crysis Wars to but the 'global ambient lighting' improves detail in textures and how lighting affects environment. Probably the reason why Crysis Wars looks quite a bit more realistic than Crysis ~same mp maps.

    I cant find the comparision shot for this feature but I found an interview.

    http://www.gamespot.com/pc/action/c...d=6195832&mode=previews&cpage=5&prev_button=1
     
    #280 Neb, Mar 31, 2009
    Last edited by a moderator: Mar 31, 2009
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