GTPlanet


Go Back   GTP Forums > Other Games > Console & PC Gaming > PC Games

Post Reply
 
Thread Tools
Sprite
マーティン
OldJan 22 2006, 9:13 AM
Check out this stunning Realtime demo from Crytek, its real time demo running the Cry engine in Direct X 10 and i must say its the most beautiful thing ive seen.

Link








Last edited by Sprite; Jan 22 2006 at 9:41 AM..
 
Gabkicks
格闘技
OldJan 22 2006, 9:23 AM
yeah i found this a while ago hopefully they will release an FarCry HDR patch for ATi x800-850 cards...
 
TVR&Ferrari_Fan
Photo taken by me
OldJan 22 2006, 9:44 AM
Just remember you cannot run it on any DX9 cards. About HDR in one of the files there is a way you can turn HDR, plus HDR will be improved in the next patch.

But DX10 graphics is the kind of graphics your see on PS3 and Xbox 360, if some forget.
 
Gabkicks
格闘技
OldJan 22 2006, 9:54 AM
cannot run what on any DX9 cards? DX10? thats if the game is dx10 only
 
Sprite
マーティン
OldJan 22 2006, 10:45 AM
My card is an old GF4 4600 which is a DX8 card, but i have DX9c installed, DX10 wont make a differance till you either are running Windows Vista (for the GUI) or a DX10 Game with a DX10 card. The new added Vertex shading and Volumetrics look awsome couple this with HDR and the games look stunning.

As for PS3 and X-Box 360 running games like this... More than likley If you have watched the vid i posted in the PS3 forum Link Nvidia say that the new Dell Quad card pc is what the PS3 will be pushing in equivelant
 
Gabkicks
格闘技
OldJan 22 2006, 11:12 AM
thx for the link sprite. though i didnt hear the guy say that the ps3 will = 4 6800Ultras. . All i heard him say was that it would give us an idea of what type of HDR the ps3 will bring.

the original farcy has really blown me away. I think the graphics in farcry have impressed me more than F.E.A.R
 
Sprite
マーティン
OldJan 22 2006, 11:40 AM
yeh its kind of gives an idea of what the PS3 will be like, and if that stament proves to be true then the PS3 is a stunning bit of kit
Last edited by Sprite; Feb 13 2006 at 8:53 PM..
 
Gabkicks
格闘技
OldJan 22 2006, 12:18 PM
ah, i was gonna say you watch too much top gear, but then i looked at your location
 
Encyclopedia
Salesman
OldJan 22 2006, 12:33 PM
I've also seen it before.

Impressive stuff.
 
Gen.
GODDAMN SUPLEX
OldJan 22 2006, 7:49 PM
Hot hot hot hot hot!
 
donbenni
Frusciantism
OldJan 23 2006, 4:41 AM
Loved every second. Best start saving now then, probably due a new graphics card soon..
 
Sprite
マーティン
OldFeb 13 2006, 8:59 PM
well here is a small update for you guys.

1up.com
Standing with the big boys takes brass, but that's essentially what German developer Crytek was able to do with its 2004 island-paradise shooter Far Cry. Big, bold, and except for some late-game AI issues and save game wonk-logic, it was the answer to the question, "How do you shut a jaded journo up?" Determined to pop the one-hit mold, Crytek's encore has finally broken cover, and seductive as the pretty stuff's already looking, the not-so-small-anymore German developer wants Crysis to transfigure the way you play first-person shooters altogether.
For the March 2006 issue of Computer Gaming World, we went toe-to-toe with Crytek for the aesthetic behind the action in its "not Far Cry 2" follow-up to Far Cry. We're all weary of watching these guys play visual leap-frog, so we pulled out our handy thumb-and-toe screws and managed to scoop the lowdown on the curious gameplay capers Crytek has planned for Crysis (that don't begin with "bump" and end with what you're supposed to use when you're lost), including: object- and foliage-aware AI, scads of propitious near-future-military-based projectile weapons, a special full-body suit (Master Chief wannabe? Bzzzztttt!) that's extrapolated from the U.S. Defense's very real and active "Future Warrior" program, and a gravity-physics system poised to radically metamorphose run-and-gun stereotypes.

Of course, it certainly doesn't hurt to re-craft your visuals from sand to sky as well, and though we crammed as much as possible on Crysis' "new FPS vision" into CGW's eight pages of screenshot-saturated spectacle, we know how much you enjoy pouring over the whizbang finery (we do too), so here it is, exclusive to 1UP: the progressive tech behind Crytek's CryENGINE 2.

Jazzed on Jargon

It used to be so simple. When Diamond released the Monster 3D sporting 3dfx's original Voodoo chip (50 MHz w/4MB memory!) in 1996 and id Software paralleled with GLQuake, the buzz was slapping textures on bare-assed polygons and alpha-blending checkered pixels to ice-creamy smoothness. Remember the Voodoo2 and the original SLI model? Two of those pixel-smoking puppies set you back a mind-boggling $600 in 1997. Today, a single Radeon X1900 XTX or Geforce 7800GTX will hijack your wallet for that or more, and let's not even talk twos. New mainboard and power supply anyone?

The upside of being poor and emaciated but 3D-almighty is bragging rights every six to 12 months with the advent of better looking virtual worlds. Ten years post-Voodoo, Crytek's Crysis has designs on your 3D hardware aimed at more than mere visual-gratification. The following list of technologies key to CryENGINE2 are about changing the way you interact with your environment at the grass roots level -- literally.

High Dynamic Lighting: You've probably read too much about this of late, notoriously with the release of the Half Life 2 add-on, The Lost Coast, but in case you missed Far Cry altogether, forwent patching it, or simply didn't have a video card that supported the technique, High Dynamic Lighting or HDR was actually added to Far Cry in it's 1.3 update way back in the waning days of 2004. What is it? Pick a number, any number, between 0 and 1 (decimal points please). That's how games have traditionally scaled colors between absolute black (0) and absolute white (1) when rendering a 3D scene. That technique fails, however, to allow the sort of real-world "super-range" effects that can occur when brightness (say sunlight) glints off corrugated surfaces or flares around foliage. The flaring effect is called "light bloom," though it can also be deliberately misused, such as in fantasy games like Fable or World of Warcraft, to make everything seem a bit "glowy." Crysis radically updates HDR to render around everything, from distant cliff peaks to the tree trunks right in front of you.

Motion Blur: In real-life you take this for granted every day, driving a car, riding a bike, even going for a run. In Crysis, the technique is used to emphasize character motion, enhancing "speed-up" or "slow-down" effects. We've heard reports of the technique making people queasy in Need for Speed: Most Wanted -- keep your airsickness bag handy.

Depth of Field: The oldest photographic trick on the books, this is the distance in front of and behind an object that appears in focus. You see it all the time on TV, used to shift your attention between speakers in a discussion between two characters (one in the foreground, another in the background). In Crysis, it enhances spotlighting key areas of interest.
Volumetric Clouds: Microsoft Flight Simulator 2004 and Heroes of the Pacific are two flight-sims that come to mind when talking about real-time cloud-generation, but a first-person shooter? It can only mean one thing: you'll be clocking some serious time up there. No longer using flat-images drifting in a "skybox," CryENGINE2 generates clouds and weather effects in real-time. Did we say weather effects? Try tornados.

Volumetric Fog: Similar to the cloud system, this is real-time fog capable of absorbing light that hits it, as well as sticking dynamically to the terrain. What's next, water beading on Gore-tex?

Spherical Harmonics:
Futuremark's new 3DMark 2006 "Deep Freeze" benchmark implements this for the better part of that test. The buzz-sentence reads "arbitrary complex lighting info compressed for use in real-time." Translation: think time-lapse photography played back to give a sense of rapid temporal progression when applied in cinematic sequence. As light sources (say, the sun) change position rapidly, reciprocal lighting effects update dynamically, allowing shadows to slide and extend realistically.

Soft Shadows:
Infamous for turning F.E.A.R. into a slide show on even SLI rigs, soft shadows literally "soften" the blocky edges of shadows, allowing much subtler lighting transitions through high contrast areas.

Soft Particles: Similar to "soft shadows," these are improved auto-illuminated particles capable of rendering much more realistic explosions and smoke. Imagine the contrails behind planes or the rocket flare during a space shuttle launch -- no more grainy clots of pixels or clipping along edges; arguably doing for particles what alpha-blending did for textures (smoothing) back in 3D gaming's infancy.

Breakable Objects and Foliage:
Remember Red Faction? One of the first shooters to support wanton environmental demolition, but still very much "destruction on a leash," and no one's really bothered to expand much since. (Too unpredictable, that's what devs will tell you. Or "does nothing for the gameplay."). In Crysis it's all about the gameplay, and the CryENGINE2 scales it to entirely new levels, offering randomly breakable objects, trees, and wholesale buildings. Imagine running a bulldozer into a shanty and watching the walls randomly buckle, the roof shingling fall apart in pieces, and the sides cave at different angles. Crytek's rule of thumb: if it looks destructible, it probably is. Trees, too. Launch missiles at palm trees and witness them crack apart at arbitrary points; as the tree top falls, the leaves hit the ground and bend or fan in direct proportion to their angle of impact. And watch your backtrail -- too much bending of grass near enemies and they'll notice...and hunt you down, now based as much on visual as aural evidence of your transgression.

Backlighting: Leaves are translucent in real-life, but games like to pretend they're just static objects or flat-textures, thick as steel. Backlighting in Crysis allows shadows and light through the physical structures of light-permeable objects.

Caustics: Just a fancy name for improved light refraction. You remember your physics, right? The index of refraction was that annoyingly arbitrary number assigned to light-bending substances like plastic or glass or water. Light goes in at one angle and bends in another (ergo toys like the magical wonderful prism!). In Crysis caustics model the refraction of photons as they pass through surfaces like water and scatter on the sea floor, producing the wavy-glow effects you get in swimming pools or near shoreline through exceptionally clear water.

Sunrays: Quite possibly the coolest effect of all, sunrays model photons arriving from distant light sources, e.g. the sun! Put a large fern frond with dozens of tiny leaves between you and the sun and move slowly back and forth. In real life, the incoming sunlight will appear to flicker and flare around the edges of each leaf. So too, in Crysis.
Also some cool pics acompanying the info.











And a cool vid showcasing the 360 version of FC Insticts LINK
 
CDailey
Original Photoshop avatar
OldFeb 13 2006, 9:20 PM
Those pics are awesome!
 
McLaren
OldFeb 13 2006, 9:23 PM
Well, Direct X9 is great, but I can only imagine what my racing sims will look like, as well as my FPS'.
 
toyomatt84
Sanji
OldFeb 14 2006, 12:32 AM
Seen it, but yeah, dX10 will be nice. Especially since it will be on the 64-bit platform. Much better render times.
 
TVR&Ferrari_Fan
Photo taken by me
OldFeb 14 2006, 12:37 AM
The 1st screen which is most likey concept art looks lush.
 
Jay
  
OldFeb 14 2006, 12:43 AM
Nice, but doesn't impress me as much as I thought it would.
 
Sprite
マーティン
OldMar 25 2006, 9:04 AM
well here it is, the video shown at GDC in full high def. enjoy this work of art in action.

LINK
 
TVR&Ferrari_Fan
Photo taken by me
OldMar 25 2006, 9:27 AM
The bluring just looks so nice.
 
Gabkicks
格闘技
OldMar 25 2006, 9:52 AM
my monitor doesnt have the best response time so i already get motion blur
 
Post Reply

Thread Tools

Forum Jump



Follow GTPlanet on Twitter!
Hot Topics
NASCAR Thread. WallRunner

More On GTPlanet
Forums
- Gran Turismo 5
- GT5 Prologue
- Gran Turismo 4
- Online Racing
- Gaming
- Automotive
- Motorsport
- Multimedia
- Off-Topic!

News Feeds
Subscribe to GTPlanet's news feed for the latest headlines from the world of Gran Turismo!





All times are GMT -5. The time now is 8:26 PM.


Contact Us - Advertising Info - AUP - Privacy Policy

Powered by vBulletin®
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
©2008 GTPlanet.net