Not really. All the shadows in the game are dynamic. From those of small rocks to skyscraper's.
Shadow casting is very expensive, most (almost all) dynamic lights do not cast shadows, same as in all games, nothing specific to Crysis 2.
Not really. All the shadows in the game are dynamic. From those of small rocks to skyscraper's.
That is actually my main gripe about the (over?)use of blur in video games.I mean, the game can't tell that you, the player, might be looking at another part of your monitor, which would be analogous to decoupling your focus from where your eyes are pointing!
Do dynamic light cast shadows?
Sorry, I don't quite understand how things work.
LOD transitions are certainly something that could use some work in general at some point. I suppose next gen when we've got more robust tessellation routines for all platforms, it'll be taken more seriously.
Doesn't the main benefit of the imposter tech actually have to do with the fact that it's saving time for the artists? As far as I understand, it frees you from the need of creating different LOD models and basically automatically creates (on the fly?) multiple LOD models from the actual high poly model.
There are things I expect from UE3 to be improved and I'm very surprised that they still are lacking in that department.I'm thinking about their motion blur and depth of field implantation,especially the later.It looks like bloomed fog and not depth of field
I can understand the cinematic impact that it has as a powerful tool used by directors to focus the attention of the viewer on a specific part of the scene, but when it comes to actual gameplay I prefer having no blur at all (or perhaps just a very subtle effect).
In many games with blur effects I notice that when you look directly anywhere but the center of the screen, it sometimes just look wrong - as if your own eyes can't focus properly.
I'm not sure how accurate and resource hogging headtracking is right now, maybe in next gen games we'll have Kinect (or whatever comes next) tracking our eyes - and the game engine will adjust focus accordingly :smile:
Does this mean that the Banshees, Ghosts, and other vehicles that are fighting in the background in certain Halo: Reach levels aren't "imposters"? Because while looking at them in Theater mode, they definitely seem polygonally based.Impostors can be generated either off-line or on-the fly. It amounts to creating the impostor textures (storing a discrete set of different angles of the object) and applying them to a single polygon that itself doesn't change. Like sprites! From what I recall of Reach and examination via Theater mode, the impostors are not animated much if at all. When their screen-space position changes, the texture atlas is consulted for loading up the different angle view; you can actually see a bit of this with the warthogs spread around on the ground in the opening scene of level 5 in Reach.
Does this mean that the Banshees, Ghosts, and other vehicles that are fighting in the background in certain Halo: Reach levels aren't "imposters"? Because while looking at them in Theater mode, they definitely seem polygonally based.
Does this mean that the Banshees, Ghosts, and other vehicles that are fighting in the background in certain Halo: Reach levels aren't "imposters"? Because while looking at them in Theater mode, they definitely seem polygonally based.
I think so. Honestly, if the consoles pull off the Crysis 2 cutscenes at mediumish quality in real time I'll be extremely insanely off-the-charts impressed.Might it be the first console game to have bokeh DOF in realtime gameplay/cutscenes?
The perceived quality is much better though. With a gaussian type of blur you don't get the Bokeh spots, and Crytek makes good use of them.Does anyone have any idea why Crytek have gone for advanced bokeh DoF? It seems like something that would be quite expensive with little gain in perceived quality.
Well, it's a daylight scene. You won't see that much in terms of dynamic lights.He means additional light sources that can cast shadows, not just shadows from the world light or the odd placed light.
Doesn't seem to be expensive at all. Deactivating it doesn't seem to affect performance that much. Seems like Crytek found a very good way to optimize the effect.Does anyone have any idea why Crytek have gone for advanced bokeh DoF? It seems like something that would be quite expensive with little gain in perceived quality.
uh........ ok? The question was about the number of dynamic lights that could cast shadow maps in general, not the mere existing of shadowmaps being used in the game. Obviously not all of the game is going to be just the daylight scene.Well, it's a daylight scene. You won't see that much in terms of dynamic lights.
Of course, but then shouldn't we use footage from levels more suited for this type of analysis, like the E3 demo at night?uh........ ok? The question was about the number of dynamic lights that could cast shadow maps in general, not the mere existing of shadowmaps being used in the game. Obviously not all of the game is going to be just the daylight scene.
What did he mean with that statement?Will Chris Balestra have to eat his words when he said the quality of DOF they had wasn't possible on the 360?