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Posted

i really allways wondered about the versatileness of the cry engine so ... for a split second i was amazed that it isn't outdoor but if it runs like crap as he hints at ... that would be bad ( for the engine)

Posted

Amazing stuff, I just don't ever see myself moving to an engine where I have to model everything in max.

Lighting is amazing though. How doo they make it so dynamic and crazy defined and not whore on performance? Are there any articles on crytek's lighting tech?

Posted

Looks decent, but compared to most "next" gen stuff it doesnt look that different though.

I only see shard shadows everywhere, can the engine even handle soft shadows that fade out dependent on the distance of the lightsource?

Worst floor texture ever btw:)

Posted

Isn't soft shadows one of its biggest advertising points?

Real Time Lighting and Dynamic Soft Shadows: CryENGINE™ 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.

Posted

Yeah, but would it run? UE3 can handle soft shadows too but Ive never seen any game that actually uses them since it runs so slowly.

Same for all of the screenshots in this thread, Im not really seeing it anywhere, all shadows are sharp. Only the middle architecture image comes somewhat close, but it might also just be the ambient light doing it..

Posted

It's probably because his graphics card is archaic. To do efficient soft shadowing you need to be able to use dynamic branching to run only the expensive calculations where required (i.e. on the edges of shadows) which is a Shader Model 3 and above feature. As for the rest, I have no idea. It looks lovely regardless :)

Posted

Yes CryteK did.

Cryengine 2 has a lot more in stores than "just" outdoor stuff. I mostly work with interiors, the Alien interiors more specifically and there are some pretty cool things you can do. For everyone who ever wanted to build caves/organic interiors, the voxel technology makes that really easy for you.

As far as lighting is concerned, the ambient maps really do wonders and make interiors (like the aircraft carrier or factories) look much more believable.

I love the light beams that don't only cast a projected texture, but they are also affected by objects that cast shadows, so you can see the shaft being blotted out or split.

Posted

Amazing stuff, I just don't ever see myself moving to an engine where I have to model everything in max.

Qft.

i assume you both mean any 3d app not just max right ?

most game studios use only max or maya for their level geometry and i cant blame em it IS THAT MUCH BETTER ocne you are used to it.

what really needs to be quoted for truth is the worst floor texture ever comment

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