From Shacknews:
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Electronic Arts sends along some Crysis media, showing off the upcoming sci-fi shooter from Far Cry developer Crytek. Over at FileShack you can find the high-def, direct-feed GDC 2006 trailer and locally we have a couple of screenshots.
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Check out some sweet pics starting here:
http://www.shacknews.com/screens.x/crysis/Crysis/1/thumbs/032806_crysis_1.jpg
The leaves covering the forest floor caught my eye, plus the amazing pic of the Asian Woman's head rendering, does this mean that Crysis is ahead of Unreal3?
Im Vaklempt, discuss!
Replies
Check out the videos
http://www.gametrailers.com/gamepage.php?fs=1&id=2509
The leaves covering the forest floor caught my eye, plus the amazing pic of the Asian Woman's head rendering, does this mean that Crysis is ahead of Unreal3?
Im Vaklempt, discuss!
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Not sure I'd agree that the womans head is amazing. It's a high res model but that's not a very good use of bump/normal map.
The engine looks quite remarkable though. Realtime ambient occlusion is definitely something I've been waiting to see implemented in a game. But yeah, the fully unified lighting with soft edged shadows, and the motion blur, and the volumetric clouds. This is obviously very much on the bleeding edge. As said, the Far Cry engine is still amazing now, so this is without a doubt going to be pretty spectacular.
Definilty a title to look forward too
And the texture looks rather dead too, i hate those "realistic" textures that seems to be the trend, everyone is so affraid to paint in some nice colors.
BTW how come they say its SSS while to me it looks like a bloody bloom effect? SSS is supposed to bring out the red yet theirs doesent and because they are affraid to paint it into the texture now it looks like a corpse.
Realtime ambient occlusion is definitely something I've been waiting to see implemented in a game.
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NBA 2k6 for 360 had it. . .it was per vert, but it was there.
Anyways... the face has a few flaws but with some polish it would look extremly good I think.
The engine looks really impressive though. Can't wait to see more of it.
Nice foliage too.
Curious how much of this will get chopped once they release a game.
It does look very nice, from a technological standpoint. I just feel that the art team aren't quite as skilled or experienced as the Epic folks working on Gears of War and stuff.
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The leaves covering the forest floor caught my eye, plus the amazing pic of the Asian Woman's head rendering, does this mean that Crysis is ahead of Unreal3?
Im Vaklempt, discuss!
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Not sure I'd agree that the womans head is amazing. It's a high res model but that's not a very good use of bump/normal map.
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Im not sure that she is normal mapped ! I found an image on Gamespot that seems to imply that there is no normal map . It would seem they just have a very dense mesh for a supposed real-time character anyways . It would also seem they are applying some kind of SSS technique . It seems to make a huge leap in quality when you see just the diffuse map and then the full SSS render . This truly is a Next-GEN engine and looks to me to surpass or at least stand toe to toe with UR 3.0 ,
Regardless, it isn't very good use of bump or normal mapping since it does little to enhance the already very hi poly model, and in fact serves to somewhat pixellate the shading. Hence my conclusion that it wasn't the best use of the tech.
How many tri/polys do you think that head is ? Looks like at least several thousand ..maybe even around 5000..
this to me looks like more of a cinematic type character, i'm sure the grunts u'll see in the game will be alot lower poly, there may also be an optimized version of this head in the game, theres all kinds of tricky things they can do. They may not be utilizing all of the normal map capabilities on this head (it is a chick, so i don't know how far u'd want to push the normal mapping anyway), but the end result looks really damn good and its definitely out there with the best of them, thats really all that matters really.
every bump map is actually converted into a normal map inside most game engines.
UE3 does have SSS.
Daz I would imagine that image was released by Crytec just by the way it is set up ? Just from what I can see it seems to have an ordinary bump ( none-normal ) map laying on top of the base mesh . I see no added details beyond what I can see from the base mesh ? Though it does seems to have a regular bump map for making small surface details . I don't see how you are getting that it has any kind of normal map detail ?
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OK sorry man, but you are totally starting to confuse me now.
Yes, of course that image was released by Crytek. Did I say otherwise?
Added details beyond the base mesh? How about the lip surface details, inner ear detail and the strange scar/dent in the forehead?
You're really totally missing my point though. Wether its EITHER colour normal OR greyscale bump (my guess is normal. Crytek simply used the word 'bump' here so that the layman understands. As I already explained, the words bump and normal are often used interchangeably), it's not really a very good use of it because it seems too low a resolution for the very high density mesh it is sitting on.
My problem with all PPL engines is how spacific the lighting has to be to get a good skintone effect. Good lighting makes or breaks a scene but in reality real-life is way more forgiving. I understand the reasoning behind it but i want to see more clever rendering tricks to simulate AO cuz good lighters are hard to come by.
-R
BTW - I was not trying to be argumenative. If I came off that way
I might just shoot off an e-mail and ask them ! I think it would be pretty exciting to make some mod chacaters with that sort of resolution
Crytek produced a normal map viewer for farcry called 'polybump previewer' so Daz is right that what they call a 'bump' map is a normal map.
I imagine they'll use some fancy LOD system on those heads too. Scaling resources dynamically seems to be what they're really good at. It's their bag, baby.
I imagine they'll use some fancy LOD system on those heads too. Scaling resources dynamically seems to be what they're really good at. It's their bag, baby.
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Maybe they are actually utilizing real-time tessellation . I seen a PSP tech demo long time ago showing some amazing real-time tessellation though im not sure it's ever been put into effect in any games ? Could account for the massive density in the face . Maybe if you could make a tessellation map for the engine with hot spots the engine could easily reduce dense areas without losing the silloette ? I think I read something about that somewhere ?
I sometimes feel that theres too much emphasis on the visuals surface rather what next-gen allows for animation and such. Just watched a video of Oblivion, what the hell is up with some of those animations? All those beautiful forests etc. and watching the horse completely destroys that immersion.
Shadows of the Colossus had some IK for Agro the horse, where his back legs would bunch up if he was standing up against a slope. And that was on the old PS2. Always seems to happen with end-of-cycle hardware, once developers have enough time with the hdwr, have been able to create tools, then we see more/smarter tech usage.
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Doesn't LODing normalmapped models cause issues?
[/ QUOTE ] As I understand it, the normal maps should be re-normalized as they're mipped down, or we get over-darkening and/or a pixel mess. Not very difficult to do, either in a pre-process, or by the artists, but more likely the former.
Crytek had their share of popping LODs in FarCry, I'm curious to see if they've implemented a smoother system.
I think the auto-tesselation routines have been around for awhile, ATI had a plugin for 3ds Max that let you see it in the viewport. We'll probably see more of this in the near future, as the next level of hardware supports it more readily. We're starting to use it here, for some cool slicing/dicing tech, where the mesh is interactively cuttable/deformable, and we displace/tesselate around the wound. Just wish we had more time to develop it!
No, realtime tesselation is pointless. It's only used on systems that can't store or send the geometry data fast enough (Radeons were bottlenecked by the AGP bandwidth, that's why Truform was introduced, the PSP has little RAM so tesselation would save RAM allocated to geometry). It won't make your (PC/next-gen) hardware draw more polygons than it can normally do so why not just use higher poly models that won't have any unnecessary polygons caused by dumb tesselation algorithms (and won't require quads for proper subdivision)?
Edit (because you posted while I was typing): Eric: I meant that more with the changed mesh geometry, since the normalmap was generated assuming a specific mesh shape, would you get artifacts with a simplified mesh?
And I don't think that dynamic mesh alterations are related to Truform-style tesselation, yes, they add polies to the mesh but they're doing more than just adding a subD pass. Truform is just realtime subD with a slightly different algorithm, that makes little sense even on next-gen hardware.
I meant that more with the changed mesh geometry, since the normalmap was generated assuming a specific mesh shape, would you get artifacts with a simplified mesh?
[/ QUOTE ] I don't think it matters enough to be noticeable.
Ubisoft?
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Sadly not anymore, Crytek switched to EA.
Or what was your question?
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Ubisoft?
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Sadly not anymore, Crytek switched to EA.
Or what was your question?
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CRAP!!!!
Lots of Ubi PC games are so cheap here in Estonia, like 10-30eur, its kinda weird tho like POP2 was eur70 for PS2 and eur25 for PC
The shots dont look as impressive as the first video they showed, as is the pattern with most next gens, including UT2k7. You can see obvious reductions in visual quality over time. FFS if you're going to get peoples hopes up, at least stick to your guns.
http://www.eurogamer.net/article.php?article_id=63647
Publisher Ubisoft has announced that it has acquired the full set of IP rights relating to the Far Cry franchise, which was created by German studio Crytek, in a move which will allow the firm to continue developing games based on the property.