thank you very much for your answers, Yes the day and niht circle is very important, but we are also looking for the maximum amount of details and "graphic quality" my impression so far us that the cryengine looks better on our created environments and buildings? How is it about the Unreal Engine 4 ??? @ambrshee but Sim…
My answer would be neither. If you want to build a real time city simulation on any real scale, you'll want to build it from the ground up. Generalised game engines will not be suitably optimised to meet your needs.
It runs fine. You can get a good 20fps on a 9800GT - you need to remember that it runs quite poorly because it's using 100+ instruction materials everywhere. It's a visual effects demo. I would genuinely say that CryEngine's lighting setup is better for day and night cycles, but it has other problems like an inflexible…
We have done some tests today with the cry and Unreal -engine day and night System. The cryengine day and night System seems to be the better one. Maybe it is a funny question but is there something like a season sytsem ??? Would be nice to have a Switch from summer to winter time :-)
Procbuilding is just a tool that places instanced meshes. You'll get a much better result by building a pipeline yourself, using something like Houdini to generate your city layout, indvidiual structure layouts, and generating an appropriate import for your target engine that respects mesh instancing / batching.
Something like Sim City.... but in the first step we just try to build up the city within the engine... some animations.. driving cars etc... the game modus is our second step. i found this promo video on youtube, it is not a game but it is made with the cryengine. [ame="http://www.youtube.com/watch?v=EySdWbR4qcg"]Enodo…
You should also mention how poorly the first demo perform, and how much effort you need to puto to create even simple day-night cycle in UDK. Yes I know. You need to put effort into everything, to make it good. But using CryEngine 3, in this case, at least give you advantage of engine tailored for rendering big open spaces…
I'll vote for option A, because I've never looked at option B. UDK contains an example day and night cycle out of the box that can be pulled apart or copied: [ame="http://www.youtube.com/watch?v=vb5trFSX85c"]Unreal Engine 3 UDK - Day and Night - GTX 480 - 1080p - YouTube[/ame] Other people have implemented their own, such…
There's a lot of public information about UE4, it's just the people that have access to it right now don't want to leak anything by mistake. Originally UE4 had a completely dynamic lighting system that used a form of voxel cone tracing, but that has been completely scrapped and they are using a improved form of their light…