Here is a quick "fix", turn off the "realtime game mode preview" on the viewport. the CPU will go down and resume normal "idle" state. I have to do this on my laptop. I can see from your screenshot that it is on. (the icon next to the "P" , i am unsure of the name)
He's doing a render, no point in using hacks when you can actually do it right with better results. (not to jump on you personally, it just seems silly to use realtime hacks when you can use a physically plausable solution which is easy and gives better results.)
As people have mentioned that's quite normal behaviour for almost any realtime engine. It's not a problem. many games on the market do this exact thing. If you want you can run the game with "-MAXQUALITYMODE -NOTEXTURESTREAMING" in your shortcut. But even then you'll probably still see some mipping on textures.
thanks proxzee, i tried tweaking the legs a bit, and replaced the feet. i also replaced the hands but there still sucking, anyone know of a good topology for lower poly hands? also here is a wireframe shot.. although the model in its current state is definately not intended for realtime use..
Another way of evening out the lighting information which gives a lot of control is the highlight/shadows dialog in image->adjustments->highlight/shadows. It seems to do the highpass trick but in realtime so you can see the results as you adjust the radius. make sure to 'show more options'
guys you gotta be careful, there is a difference between in-engine and real-time. it was mildly entertaining but looks to be a real good game edit: just watched a highdef version of that vid and it does indeed look like it's realtime there is some aliasing going on and some pixelated shadows .. good stuff nevertheless
unless you plan to use 100% dynamic lighting (not recommended. ever. lol) then you'll always need lightmaps. thats one of the pluses about cryengine over udk (i know there's more but this is the only relevant one) is that all lighting is realtime. no baking required, meaning no lightmaps required.
Nice! the engine seems softimage friendly i wish im able to try it :o btw no realtime reflection yet :( ... , at least they should put cube map on it *edit ( apparently it appears in game demo) also y showing agisoft photoscan too long? its not even their tech >_>
Finished the hair, was a huge challenge for me as I have not done any realtime hair before and placing haircards really sucks >.> Also did some lighting for the eye-shot, should kinda be the final quality I am going for. Now I just have to finish the rest :)
I´ve continued the work.... realtime with wireframe, and mental ray rendered again. Many strange areas which have to be overworked, exhaust are like in real on the left side only now. Currently I´m working on the details. Turbosmooth will be collapsed afterwards, followed by optimizing my mesh.