Neat... Hybrid TBDS & Forward+
Target hardware less powerful than high-end PCs at launch
Wonder if those still aren't properly exposed in the SDK.
Isn't that eSRAM unfriendly?Neat... Hybrid TBDS & Forward+
I want to know what type of voodoo Crytek did when rendering the eyes during the cutscenes, and why nothing currently out comes close.
I feel like i should do a thread about this later.
Found thisIsn't that eSRAM unfriendly?
I mean, the game looks like no other game I've ever seen before, so I am glad they did that, but I thought that Forward Rendering is a better approach for the memory architecture of the Xbox One.
http://www.eurogamer.net/articles/digitalfoundry-crytek-the-next-generationDigital Foundry: What is your experience with the ESRAM on Xbox One? How do you utilise it in Ryse? Is 32MB really enough for the high-bandwidth rendering elements you'd want to utilise? How important is allocating graphics between DDR3 and ESRAM for Xbox One development?
Cevat Yerli: We put our most accessed render targets like the G-Buffer targets into ESRAM. Writing to ESRAM yields a considerable speed-up. While 32MB may not be enough to use something like MSAA to the fullest, with a smart memory management strategy it is possible to deal with that.
Interesting that they would even put that in there. Like a pre-warning or something of what most people already knew.
Isn't that eSRAM unfriendly?
I mean, the game looks like no other game I've ever seen before, so I am glad they did that, but I thought that Forward Rendering is a better approach for the memory architecture of the Xbox One.
It's a bit of a disappointment that they have yet to make a game that can score 90+ altogether, but maybe that'll require lesser involvement from Yerli. He seems to be doing a good job at managing the studios and the tech development and all, but game design doesn't seem to be his strong suit. The Crysis games were never really catching to me either and I'm not a bit interested in playing Ryse either - but the tech is there to make something truly outstanding. Maybe they should start to pursue all the design talent leaving the Sony studios recently?...
Is "tile deferred lighting" possible on a GPU like R9 290?
http://www.bilder-upload.eu/upload/ec8c3c-1395919653.jpg
I'd also like to say that I'm very impressed with the journey of Crytek since Cyris 1.
Back then they had some very talented graphics programmers coming up with a LOT of inventive solutions for implementing many visual features; but they were quite lacking in the performance aspects, and even high-end PCs have struggled to realize their vision.
And now on the X1, they seem to have that conquered as well, having both one of the best featured engine and image quality, while running at reasonably good performance and pretty much the highest resolution* on the system. We're now at a point where I'm more interested to see games using this engine, instead of UE4 (and by the way, where are Epic's nextgen titles??).
It's a bit of a disappointment that they have yet to make a game that can score 90+ altogether, but maybe that'll require lesser involvement from Yerli. He seems to be doing a good job at managing the studios and the tech development and all, but game design doesn't seem to be his strong suit. The Crysis games were never really catching to me either and I'm not a bit interested in playing Ryse either - but the tech is there to make something truly outstanding. Maybe they should start to pursue all the design talent leaving the Sony studios recently?...
* yeah, Forza is 1080p, but it does not have to bother with detailed characters and what they require, and the IQ is not the best either, seems more like a need to hit a checklist feature instead of using the best solution.