CryENGINE 3

I have been jumping pages of this thread so i don't know if it has been considered.

But regarding the platform differences, has anyone considered what video card is running the PC version. Think it has some importance explaining why the 360 version "seems" closer to the PC version.
I dunno I think the whole Stencil Shadows was much more hyped in Doom 3 than the normal maps.

Some things are going to happen in parallel regardless due to new hardware being able to do things that were previously too difficult.
Regards,
SB
Absolutely, the stencils were really hyped also but the normal were as well.

Dont quiet understand your 2nd paragraph though.
 
Besides which, the real 'thrust' of id Tech 5 seems to be virtual texturing, not the fact that it's easy to use multi-platform.
 
But regarding the platform differences, has anyone considered what video card is running the PC version. Think it has some importance explaining why the 360 version "seems" closer to the PC version.

Whenever I've spoken with Crytek, they've been using NVIDIA cards. Likewise when Eurogamer TV visited them a couple of years back, they were using NVIDIA then too. The firm has a long standing relationship with NVIDIA that goes all the way back to the company's genesis.
 
Whenever I've spoken with Crytek, they've been using NVIDIA cards. Likewise when Eurogamer TV visited them a couple of years back, they were using NVIDIA then too. The firm has a long standing relationship with NVIDIA that goes all the way back to the company's genesis.

Yes, except for this :). I thought Refreshment was referring to the capabilities of the graphics card rather than brand though.
 
That was purdy and ran nice in realtime on the x800 xt/PE. However they are now strongly leaning towards Nvidia since CE2/Crysis as their demos have been demoed on Nvidia hardware and their games part of TWI.."blah blah" program.
 
Wonder if they've been able /bothered to move their CPU-tessellation over to the GPU for 360...
 
Besides which, the real 'thrust' of id Tech 5 seems to be virtual texturing, not the fact that it's easy to use multi-platform.
Well i think of both as highlights and we got an small sample of the "mega texture "in Enemy Territories. :)

So in conclusion no confirmation of specs and brand of the graphics card running the Engine demo? Some times it amazes me the way video game reporters tend to overlook key details like this when covering a news item. Such is the nature of the beast i guess.
 
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TBH, while id is of course touting the "multiplatform ease-of-us" due being so agnostic about graphics API used, isn't that pretty much just a matter of someone writing the renderer for each API?
Of course it's easier if you get them all straight from id, but nothing has stopped others from for example making D3D renderers for previous id engines, which ran only on OpenGL on id titles.
 
Wonder if they've been able /bothered to move their CPU-tessellation over to the GPU for 360...

Did Crysis use CPU Tessellation?? I didn't know that! If so its a real shame that they didn't leverage the capability on ATI hardware. I assume that could have lightened the CPU load significantly.
 
Did Crysis use CPU Tessellation?? I didn't know that! If so its a real shame that they didn't leverage the capability on ATI hardware. I assume that could have lightened the CPU load significantly.

IIRC it was for the ocean waves and... pre-computed, now that I think about it.... probably vertex texture fetch [strike]instead of CPU tessellation in real-time.[/strike] :oops:

Anyways, as far as using the GPU on PC, the APIs have held back development there. ATi does expose a way to use it, but I think that was around the time or post-shipping of the game.
 
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Why everybody are so surprised that engine is doing well on PS3? Is this console flawed or something??No to mention that some of the most complex and graphically advanced titles this generation are available exclusively on PS3...

You took it little bit to far there :|
 
Did Crysis use CPU Tessellation?? I didn't know that! If so its a real shame that they didn't leverage the capability on ATI hardware. I assume that could have lightened the CPU load significantly.

Well for water and terrain.
 
hm... voxel terrain..

I wonder how extensive the use is of voxels. I know Ce2/Crysis series had some use of voxels for caves, and some terrain parts/landscape. I do know that someone made or is still making a map semi cave and open style done with only voxels. Not that big but easily using 3GB+ of RAM and high amounts of VRAM due to the voxels! :eek:
 
I don't want to derail the thread guys, but enquiring minds would like to know the benefits of using voxels rather than the standard use of polygons?

Is it just to give a better image? Do they animate better? Are they easier to light/texture?

Sorry if i sound like a noo8 :oops:
 
I don't want to derail the thread guys, but enquiring minds would like to know the benefits of using voxels rather than the standard use of polygons?

Is it just to give a better image? Do they animate better? Are they easier to light/texture?

Sorry if i sound like a noo8 :oops:
From what I read (presentation/forum) they allows to use very complex geometry while they can be packed in pretty light data structures.
In regard to animation well it looks like it's really difficult and that no good tools/solution is available. Thus voxel use is limited to terrrain.
For shading and texturing, basically you raycast into your datastructe to generate fragments/pixels. I've no clue how they know which texture go with which pixel. lightning should works the same.
 
That video was pretty sick being off screen and all, it did look like CE3 running on a high end PC. I hope a direct feed video would be uploaded soon.

Yeah the LODs seemed quite a bit higher than Crysis very high and interestingly much like my ultra config.. TODs mmm! :LOL:
 
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