CryENGINE 3

Yeah, having the secondary shadows "jump" is an obvious artifact, but maybe the VPL resolution will be something editable within the config file??
 
Remember this 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,7...erli-ueber-die-Cryengine-3/Action-Spiel/News/

I assume most of us (if not all) thought about this sort of effect (albeit not as HQ)
http://wpcontent.answers.com/wikipedia/commons/5/52/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/temp/crysis2_wip_screens_gamesradar_09.jpg

See the light reflected of the left windows casted onto the right building? Woah :oops:
 
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.
 
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.
 
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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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.
 
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.
 
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?
 
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.
 
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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