CryENGINE 3

Yes. The geometry detail is more then an order of magnitude higher then what's possible on a console. Absolutely no jagged outlines and evidently better shading then any normal map can provide. It is the source model for the lowres version pasted into the scene somehow and that's it.

It must have been a pain to skin the source model...
 
First pic has completely washed-out sky and bloom hazing out everything further away than 80 meters or so. Second pic, washed-out sky, bloomy haze. Third pic, crazy-ass bloom covering almost the entire screen. Fourth pic, washed-out sky again. Fifth pic, not too much bloom, but still (annoyingly) prominent in a couple spots. Sixth pic, again tons of irritating and overexaggerated bloom all over, and so on and on and on, pic after pic.
Amen to that
I expect the final released version will have it toned down by a factor of at least 11, these look like someones discovered bloom circa 2006
 
I believe thay said that these are consoles shots, but the nanosuit is cg composed in the image.

I doubt it's consoles screens.If These 'caustics' are really that ,then it's secondary GI bounces.Console versions should have only first bounce...
 
Somehow i think those are console shoots.For example the water and trash bags in this shoot really dont look convincing(for PC version).

Taken into consideration they always release a bit touched shoots i just dont think its PC version,especially in comparison with first Crysis shoots...

Then again,Crytek confirmed game is pre alpha...:???:
 
I doubt it's consoles screens.If These 'caustics' are really that ,then it's secondary GI bounces.Console versions should have only first bounce...

That would be first bounce wouldn't it? The sun bounces off the glass and onto the adjacent building.

I'm still having trouble believing their low-frequency, diffuse GI solution could produce such an effect, though.
 
I'm still having trouble believing their low-frequency, diffuse GI solution could produce such an effect, though.

If it does not have to be a general caustics solution - which is the case here - then it could be something as simple as a projected texture, with the projection matrix adjusted depending on the light reflection angle. It is also view-independent, so it only has to be recalculated if the lighting or the scenery changes.

Even I could probably write a MEL script to do this in Maya using a light as the projector, and quickly paint the texture for the windows that's projected to the surroundings.
 
If it does not have to be a general caustics solution - which is the case here - then it could be something as simple as a projected texture, with the projection matrix adjusted depending on the light reflection angle.

That's what I was thinking. It would be cool, but I doubt it's anything more than that.
 
There's a new trailer on the showfloor at GDC showing plenty of New York, ergo, Crysis 2. It looks pretty stunning actually. The usual range of console and PC footage. Console still looks pretty choppy, but the graphics are superb. Nothing so far on the Crytek press site.
 
Did you see it or you have a video or you heard it? :LOL:
Sry for being so "aggressive" its just that i cant wait to see what Crytek has done on the consoles.
A bit choppy?They said its pre alpha,they will work that one out.
 
Wow :oops:

I will say this,i did not expect them to achieve something like this on consoles,this is amazing(even though its of screen and bad quality).

And those PC animation,ridiculously good...
 
Back
Top