Crysis API usage

Discussion in 'PC Gaming' started by MistaPi, Feb 6, 2011.

  1. MistaPi

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    I have a question regarding Crysis and CryEngine 2. Was CryEngine 2 original written for DX9 with DX10 stuff added on, in other words is it mainly a DX9 engine?
     
  2. homerdog

    homerdog donator of the year
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    Yes it is mainly a dx9 engine.
     
  3. MistaPi

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    Care to elaborate? What makes it mainly a dx9 game. Do you have a source, interview with the developers or something?
     
  4. Neb

    Neb Iron "BEAST" Man
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    I think it was becouse they where developing CE2 when DX10API software was not ready nor any DX10 compliant HW out. Thus they had to rely on DX9 API and emulate DX10 effects via DX9. In some ways you could say they worked in same situation like console game developers did before final devkit for respective console was out.
     
  5. swaaye

    swaaye Entirely Suboptimal
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    One thing I wonder is why they didn't jump on the deferred bandwagon back then. Other developers did. They must have decided against it for some reason.
     
  6. TheAlSpark

    TheAlSpark Moderator
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    IIRC, Gladiator used deferred shading (GDC 2004).

    Anyways, there could be a number of reasons. Performance (fat G-buffer), material flexibility... Or simply it being an iterative issue.
     
  7. almighty

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    CryEngine 2 is a hybrid, It uses forwards rendering for objects and deffered for lighting IIRC....
     
  8. Bludd

    Bludd Experiencing A Significant Gravitas Shortfall
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    Is CE2 relevant anymore? Crysis 2 uses CE3, no?
     
  9. Arnold Beckenbauer

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    No, it's a forward renderer, they do an early Z pass and store the depth values in a FP texture or z buffer. Everything uses then this depth buffer.
     
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