How close can current gen consoles get to the cryengine2 tech demos?

Im sure they will improve and it's true that crossplatform games needs more RAM on PC. Thought the rest of the system requirements does not need to be significant better to run the game. For example my sec system with a weak dual-core a a 7900GT has managed to run all crossplatform games at same res but with noticably better IQ and framerate than the console versions. The question would be what is classed as "significantly higher specs than the console ".
What crossplatform games have you tried btw? Just out of curiosity? :p
 
What crossplatform games have you tried btw? Just out of curiosity? :p

Bioshock, UT3, CD4, Oblivion, MD: Airborne, SP: DA. Dirt did run bad, had a single core back then and I am not counting PC to console games (HL2, FEAR etc). :smile:
 
I'm playing Uncharted on my 90" projector ATM (720p) and I dunno if its easier to notice on the projector,
but the 2nd jet ski level has amazingly high resolution textures for a console game...
So it can be done (in a closed environment, like the jet ski level ;) )

Plus Crysis with dx10 (vista) absolute min 2gigs of system ram, I recommend xp with dx9 :p
Just my experience...
 
In the new GameInformer they say rumor is a Crysis 1.5 will only be ported to PS3 because of high spec requirement.But then say they be suprised because of EA's multi console history.And that both EA and Crytech deny the rumor.
 
Crysis does all that in a fp16 framebuffer.That's the biggest problem i see doing it on consoles.

Texture memory is not that big a problem except if you want to re-use the original assets and not redoing it a smarter way (like for COD4 where the texturing is based on very big textures rather than smarter approach).

A smarter approach of texturing ,is to be able to decompose the materials into simpler noises ,masks , base paterns ,etc...

With that kind of approach ,you can store one different base property mask or whaterver in each RGB (eventually A) channel.

Of course you cannot resolve every case like that,but you can dramatically reduce memory footprint and at the same time dramatically increase the detail and variety .

Uncharted does that a lot ,Geow does that UT3 too.
Crysis ,COD 4 and most other games don't.
 
Only know of the gametrailers one but that one is mediocre yet better than youtube or SD version. And of course console games have high-res textures but remember the questions, how many of them, what type (normal mapped, parallax, POM, non mapped etc). You find them in console games but in well placed spots (well depends on the devs) but not many of them. Granted Crysis also has some low-res textures but PC games tend to have higher res textures and more of them. This naturally becouse of the VRAM and RAM amount in PC's and more rendering power for more POM's parallaxed textures or such!

Unreal tournament 3 has wide areas and some large sections had excellent texturing all over. Gears of Wars also has many areas covered in excellent super sharp textures, and some of the areas are quite decent in terms of size. I've not played it fully but from the screens over at neogaf it seems Uncharted also has some areas with lots of sharp textures.
 
Unreal tournament 3 has wide areas and some large sections had excellent texturing all over. Gears of Wars also has many areas covered in excellent super sharp textures, and some of the areas are quite decent in terms of size. I've not played it fully but from the screens over at neogaf it seems Uncharted also has some areas with lots of sharp textures.

But you have to understand that neither of those games have as much assets that needs texturing. I have UT3 and that game has some high-res textures but compared to Crysis high/v.high it falls completly flat against Crysis. Why well becouse of just having a limited amount of 1024*1024 textures and more 512*512 textures (some selected assets have 2048*2048 tex).

But as said, Crysis doesn't have "that high" VRAM usage mainly becouse they use the shaders to create detail layers on top of a base texture giving it amazing detail (of course depends on the shader detail setting/res). So while "light" on VRAM this is very heavy on the GPU, especially in Crysis which has several layers on the majority of textures.

And it is not only about texture resolution. A parallaxed texture looks much better than a normal mapped, adding ~depth. Crysis uses POM (parallax occlusion mapping) which gives a superior depth making a very convincing "3D" texture. :smile:

But if Crysis is ported to xbox360 or PS3 then I am sure it will look good. You see medium settings in Crysis looks so and so (but don't forget the scope) but some small notso heavy perfomance variabels enabled and it looks fantastic, making medium+ look better than anythingelse out there.
And the best part? that my sec PC with a Opteron 165 and a 7900GT runs it at ~20-40fps at 1024*768 with 16xAF (I'll post some ss ofwhat is medium+). :)
 
But you have to understand that neither of those games have as much assets that needs texturing. I have UT3 and that game has some high-res textures but compared to Crysis high/v.high it falls completly flat against Crysis. Why well becouse of just having a limited amount of 1024*1024 textures and more 512*512 textures (some selected assets have 2048*2048 tex).

But as said, Crysis doesn't have "that high" VRAM usage mainly becouse they use the shaders to create detail layers on top of a base texture giving it amazing detail (of course depends on the shader detail setting/res). So while "light" on VRAM this is very heavy on the GPU, especially in Crysis which has several layers on the majority of textures.

And it is not only about texture resolution. A parallaxed texture looks much better than a normal mapped, adding ~depth. Crysis uses POM (parallax occlusion mapping) which gives a superior depth making a very convincing "3D" texture. :smile:

But if Crysis is ported to xbox360 or PS3 then I am sure it will look good. You see medium settings in Crysis looks so and so (but don't forget the scope) but some small notso heavy perfomance variabels enabled and it looks fantastic, making medium+ look better than anythingelse out there.
And the best part? that my sec PC with a Opteron 165 and a 7900GT runs it at ~20-40fps at 1024*768 with 16xAF (I'll post some ss ofwhat is medium+). :)

Are the higher resolution textures used in Crysis really necessary or even noticeably better than those used on consoles, for a 720p resolution? In GoW, for example the details on some textures are so tightly near each other, that it is hard to conceive of additional detail fitting in at the given resolution.

I know that last generation there were comments regarding appropriate texture sizes for the resolution used back then, 480p.
 
Are the higher resolution textures used in Crysis really necessary or even noticeably better than those used on consoles, for a 720p resolution?.

The amout of them is, the resolution or detail i would say there are consolegames with similar detail, GEoW or Uncharted etc. Although Crysis does some really nice mapping adding more "life" and depth to them making it more convincing of being like real 3D geometry.

In GoW, for example the details on some textures are so tightly near each other, that it is hard to conceive of additional detail fitting in at the given resolution.

As overall it is so and so, even the PC version isn't that impressive texture wise and that version has more and higher res textures. What I mean is consoles have games with as high-res textures as PC games but they have less of them in use for the scenes.

----

Now here is the medium+ (sound and physics was on high) ss of Crysis, running on a Opteron 165 (2x2.0GHz), 2GB RAM and a 7900GT, 1024*768 res vsync on and 16xAF. Which I am sure is feasible on consoles or and better, should be interesting to see a city map then.

Screenshot and framerate of the system above in this link,

http://forum.beyond3d.com/showpost.php?p=1117428&postcount=242
 
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-UT3 (and Geow and uncharted) have a much more efficient texturing approach than crysis.

as a little OT , i wonder ,why all the normalmap in crysis are only expresseed in the 128 to 256 upper levels of each channel.It's weird.why wasting half the range of a RGB texture?

Also i can't find any source texture for POM elevation.
 
Well it has POM if high or better is enabled (alt custom). It is interesting to see how it looks with and without ( r_UsePom=0/1 ) but AF doesn't work together with it in Crysis. Perhaps due to the method they use?

Otherwise POM and AF works in Stalker (POM shader mod).
 
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Nebula, could you post all that stuff in the PC Screenshot thread and just link to it here? Let's keep all of that out of the Console Forums please. Keep in mind the thread topic is about the CryEngine 2 Tech Demos from GDC, not Crysis.
 
Nebula, could you post all that stuff in the PC Screenshot thread and just link to it here? Let's keep all of that out of the Console Forums please. Keep in mind the thread topic is about the CryEngine 2 Tech Demos from GDC, not Crysis.

Sure, done!

Although I tought it interesting to show Crysis running on CryEngine2 at medium+. This after GDC where they said CryEngine2 running at medium+. :smile:
 
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