CryENGINE 3

So their G-Buffer is some kind of lightweight G-Buffer?

They did some magic to get MSAA working in Crysis, so I'm pretty sure there will be MSAA with CryEngine 3. But the real question is: Will CE3's AA be as bad as in Crysis or better?

You mean perfomance wise becouse visual it is as regular AA and TSAA works flawless with ATI and perhaps fully flawless to with NVidia. Perfomance with AA is improved from Crysis to Warhead and Crysis Wars getting the main attention know actually runs even better. I'm kinda getting 40-60fps with 4xAA, TSAA, vsync and 1440x900 res with the single 4890. Not bad...
 
The problem is, that MSAA in Crysis is not correct, because there are some API restrictions (DX9&DX10).

Say do driver "backdoors"/tweaks help out regarding APi limitations?

Like how some deffered rendered games could have AA under DX9 rendering path?
 
Here's is what Crytek's Stuart Atkinson said in the latest Edge: ".. We got parity between the platforms now: both run at the same speed. If the game is shades heavy it runs a bit faster on the 360; if it is compute heavy with physics and particles, then the SPUs take over and it's a bit quicker on PS3."
 
Here's is what Crytek's Stuart Atkinson said in the latest Edge: ".. We got parity between the platforms now: both run at the same speed. If the game is shades heavy it runs a bit faster on the 360; if it is compute heavy with physics and particles, then the SPUs take over and it's a bit quicker on PS3."

Would back up what other devs said, that both are pretty much equal perfomance wise with +/- in some areas. Though seeing how sahder heavy CE2 and Crysis games are then 360 should have an edge. Ofcourse it might get the backseat with explosions etc with large amount of particles with physics/collisions and stuff.
 
Here's is what Crytek's Stuart Atkinson said in the latest Edge: ".. We got parity between the platforms now: both run at the same speed. If the game is shades heavy it runs a bit faster on the 360; if it is compute heavy with physics and particles, then the SPUs take over and it's a bit quicker on PS3."

Very interesting as we typically heard RSX might have an edge in shaders, where Xenos supposedly was better at vertices's.
 
Very interesting as we typically heard RSX might have an edge in shaders, where Xenos supposedly was better at vertices's.

RSX only has theoretical edge in shaders if you fully utilize all your resources.

For all practical applications Xenos has the upper hand because of unified shaders, which lets you use all your avaliable resources at all times, instead of being limited by the amount of for example pixel shaders avaliable (PS3 has X amount of pixel shaders, if all of theese are utilized, you can do no more. Wheras the Xenos has no hard limit, because all the shaders can do anything. )
 
The impressive thing about that GI example is it's clearly not a screen space effect. The light being cast onto the character (and on the ground around him) shows quite accurate illumination from the source (the back side of the orange barricades) which is being occluded.

I wonder if it's some fancy thing they are doing in lightspace in reduced size buffers.

Eg, as a random guess,
Render colour/depth/normals out at low res, blur it then project it. Apply based roughly on how far infront of the blurred depth/normal value the pixel is (with pixel offset by it's surface normal somewhat). Crazy approximate but it's be interesting to see how something like that would look.
 
RSX only has theoretical edge in shaders if you fully utilize all your resources.

For all practical applications Xenos has the upper hand because of unified shaders, which lets you use all your avaliable resources at all times, instead of being limited by the amount of for example pixel shaders avaliable (PS3 has X amount of pixel shaders, if all of theese are utilized, you can do no more. Wheras the Xenos has no hard limit, because all the shaders can do anything. )


Just to add to this,
It's great for peak texture throughput, but texture instructions cost math ops and trilinear/aniso cost even more. You can have shaders where adding more texture ops are free on Xenos, but they will always cost you on RSX, so I don't know if "texture-happy" is particularly apt.

It's not just the texture access, but the math ops, vertex shader ops, setup cycles (more iterators needed), and RAM. You add them all up and it might solve all their problems at once.

Interestingly, we saw the same with Oblivion, but at least they added aniso to compensate a bit.

Remember I said "some shaders". If a shader is heavy on math, you can add texture instructions and it will run at the same speed on Xenos. The texture units run in parallel to the math units.

On RSX, doing this will slow the shader down, because the texture units use part of the math units, and the way it's designed, the shader program can't proceed until the texture instruction is done. This inflexible but simple design is one of the reasons that RSX has such high peak rates for its size.
 
Real-time Dynamic Global Illumination

* Details will be presented at upcoming Siggraph 2009 by Anton Kaplanyan who developed that at Crytek
* Implemented and fast on XBox360, PS3 and PC
* No precomputation
* Fully dynamic (geometry, materials and lights)
* Unified for static and dynamic objects

Global Illumination ON/OFF

http://www6.incrysis.com/screenshots...ion_on_off.png - on/off

Being familiar with only offline rendering (e.g. Mental Ray), my understanding is that to achieve true GI you need to use Ray Tracing.... so my question is, does CE3 use RT to do this or is it someother method used in the world of Realtime rendering?
 
The world exists only so far as you can see it. ;) In The Matrix, does a tree make a sound when it falls if no one is around? :p

It's irrelevant what happens in the matrix - but does it make a sound when it falls in the real world?
 
Two spin-offs:

1) Some debate regarding particular PC specs and settings: http://forum.beyond3d.com/showthread.php?t=54438
2) the CE3 Console vs CE2 PC video http://forum.beyond3d.com/showthread.php?t=54439 (Now locked)


Frankly, there is not much worthwhile to be gleaned from the video. It's a mockery of the term "engine comparison" and is instead a graphics pissing contest, which the consoles will obviously lose against the might of tweakable engine settings and growth enhancements. (not to mention a very early form of the CE3)

Here's a fine comparison: CE2 doesn't have console support. CE2 doesn't have (so-called) real-time GI. Who knows what they'll add until they start releasing information? An engine is much more than just cranking up existing settings.

And it'd be nice if we kept the age-old PC vs Console business out of here. $$$, Average User, tweak this, tweak that etc shouldn't even be here. ;)
 
My concern about console Crysis 2 remains the basic performance. The GDC demo hits rock bottom on the Crysis sections. On the point where you're shooting the water, we're looking at 15fps. There would need to be a huge increase in performance since GDC to sustain Crysis on either platform. Either that, or Crysis 2 assets would need to be pared down or created especially with the console limitations in mind.

I'm thinking that this may well be the reason they've gone straight to Crysis 2 rather than simply porting the original.
 
Well, we can bash consoles all day... Don't think that's really fair, because these consoles were all designed and released a few years ago, and are past their prime. It's a tad silly to expect them to deliver the same visual quality and detail that PCs can.

What I think is best about CryEngine3 is that it makes CryEngine multiplatform. This should make it far more interesting to develop new games with CryEngine, which hopefully means that we'll be seeing more games based on this excellent engine. That would benefit the PC greatly aswell. Especially if the PC versions continue to have the incredible level of visual quality that the original Crysis and Warhead gave us. Because nearly two years after its release, Crysis still hasn't been outdone by anyone.
 
Medium in Cryengine 2 basically looks like Far Cry,

It really, really doesn't. I can understand why you think that, rose tinted glasses and all that. In fact I assumed the same myself when I first saw medium at first but after testing the assumption directly I can promise you, there are massive differences. Pretty much the biggest thing they have in common are the brighter colours.

Medium is also very playable on much more modest hardware. Certainly a 9600GT should be pushing well in excess of 50fps at those settings with a decent resolution.
 
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