The day night cycle reminds me alot of the one that Alan Wake has.
CryEngine2 techdemo
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Somehow I have the feeling the treeshadows could easily be faked on source, actually while I was wathcing it it seemed like it could have been faked on the video.
Cool stuff, nevertheless.
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Most shadows in games are kinda "faked".
There are very few games where shadows are actually (particularly) ray traced, e.g. Doom3
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Now we have to just wait if Crytech will release their next-gen engine and game before S.T.A.L.K.E.R. is released

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Quote from Grin
Somehow I have the feeling the treeshadows could easily be faked on source, actually while I was wathcing it it seemed like it could have been faked on the video.Cool stuff, nevertheless.
Quote from jayrabbitMost shadows in games are kinda "faked".There are very few games where shadows are actually (particularly) ray traced, e.g. Doom3
Can you be a little less vague and elaborate ?
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Quote from jayrabbit
Most shadows in games are kinda "faked".There are very few games where shadows are actually (particularly) ray traced, e.g. Doom3
Doom3 doesn't ray-trace. No game does actually. Doom3 uses stencil shadows, which unfortunately means the engine can't use ambient lighting or soft shadows.
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My favorite part is how the leaves reacted to the sun bleeding through them. I thought that was just fantastic. The leaves thing will be cool for multiplayer as you chase through dense jungles watching leaves wobble as your prey runs away.
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WOW! the best part was yeah the sun coming through the leaves and the volumetric clouds. Looks amazing!. Are there any games that use the crytek engine, except for farcry? Just wondering because it seems like more companies are using Unreal/Doom3/HL2 engines instead.

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Been thinking around this movie a bit now, I don't find it that cool anymore, sorry. It can be done with the current Cry Engine, with some added code as with Doom and Unreal. What they only showed us was really a more advanced and realistic physics, that with the leaves. The day cycle is already possible in Doom, and volumetric clouds can not be that hard to implant, not soft particles either. Unreal 3x has already soft realistic shadowing.
I do belive that when this get more official status, we will see much more cool stuff, and things that actually is 100% new and not possible to this date.
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Looks fucking incredible!
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I never believed that Crytek would be able to actually get their game done with such great graphics. They proved me wrong and released a kickass game with an incredible engine, total respect for that.
If CryEngine2 is going to be as cool as the first one, then I will be satisfied:)
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Looks nice...

I just hope FarCry 2 is going to be a better game as well. I didn't like the first one in terms of gameplay. Nice graphics and really nice environments (though a bit repetetive after a while) but combat and story didn't do it for me.
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I peed a little. Looks incredible... most impressive "next gen" I have seen yet
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Quote from Hipshot
Been thinking around this movie a bit now, I don't find it that cool anymore, sorry. It can be done with the current Cry Engine, with some added code as with Doom and Unreal. What they only showed us was really a more advanced and realistic physics, that with the leaves. The day cycle is already possible in Doom, and volumetric clouds can not be that hard to implant, not soft particles either. Unreal 3x has already soft realistic shadowing.
Well, if you are going to make an engine that can actually render 60 frames per second real time you can't stray far from the current technologies, especially if you are making it straight from the specs DX10 has set for it.
Sure all these neat things like volumetric clouds and day night cycle and all can be done in alot of modern engines and actually seen some open source projects where they have added normal mapping for the original quake 1 engine, I'm not so suprised if you could add all this bling to quake 1.
But it's not about that, it's more about how good they make things, like Alan Wake engine, or the earlier Max Payne engines, they didn't do anything that was impossible or so new, they just made thigs that had done before and made it way better than earlier tries.
I'm just crusious, why Cryengine has had so little publicity, didn't anyone actually license the engine? I don't know all the specs of it, but what I know about Source, I'd rather license Cryengine than Source, especially when I was doing a game where you have to see far and have alot of enemies and vegetation, Source just seems to hog resources when there are alot of things happening on the screen.
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I read at some other forum that the moving leafs was in the first Hitman game and ive also seen moving grass sprite in MOH:PA. I dont get the fuzz about the light thru the trees since I saw that in Halo (the vid is quite bad quality tho so it might be cooler now). The fire looks so-so personnaly I'm a sucker for fire like in Call Of Duty games. The cloud looks cool and all but so did they in Call of Duty: UO too
Lets just hope we get to use them, since most FPS is on the ground. The destructible houses are cool, I just hope they dont cut the detail inside. I might seems pesimistic but I really am amazed 
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Quote from Kosmo
I'm just crusious, why Cryengine has had so little publicity, didn't anyone actually license the engine? I don't know all the specs of it, but what I know about Source, I'd rather license Cryengine than Source, especially when I was doing a game where you have to see far and have alot of enemies and vegetation, Source just seems to hog resources when there are alot of things happening on the screen.
I have been wondering that too, why haven't we heard of any other games based on the CryEngine?
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One comment:
You guys haven't seen nothing yet

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Quote from Kosmo
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Yea yea, I know that about making older things smother and better with new tech and every new generation tries making things better than before, and still adding new tech features. Serious Engine and Pain Engine are probably two of the best examples where we have two extremly good optimized engines for a massive amouth of creatures and action in close combat. It all, for every engine, comes down to LOD, this is why CryEngine is so much better than source when talking about forests and things like that.
And I've played Q1-tenabrea which has real time lighting and bumpmaps via normal mapping, but at that time it was more its own engine that supported quake content, than the other way.
I woulden't say that the CryEngine has little publicity, it had as much as the D3E. It was Source who had enourmous publicity, cause of the HL2 hype, new CS, the facial aninations and physics that seemd to enchant many more than Dooms shadows or Crys forests did...
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