One thing that becomes MAJOR in engine lighting and will end up defining how complex you can get with things like shadows within shadows is if you have fixed time-of-day or not in your game. Having a daylight cycle makes things a ton more complicated with lighting and skies. I know Rick and Daz (probably) are familiar with…
[ QUOTE ] AZ: while I think the lighting is better in the Crytek engine, you can still pull off a very nice outdoor scene using the U3 engine. Example: [/ QUOTE ] While that is a very nice looking scene, and while it is outdoors, it isn't really what I would call a wide open environment. I was speaking more about large,…
There are additional features in dx10 but it's mostly just a stricter standard for hardware vendors to comply with. No legacy hw support, everything is shaders, etc. But the general marketing pitch from developers seems to be "Hey our engine uses dx10! We are hot shit and our graphics are better." which I've never really…
[ QUOTE ] In theory you could store one ao map in each channel of a .dxt1 texture [/ QUOTE ] interesting. Asmuel, I'm not so sure you can rely on GDC tech demos for a realistic indication of an engines true abilities quite honestly. Whilst the Art is unquestionably amazing, clearly the technology in Gears Of War falls…
Oh yea I agree Daz, thats why I posted both tech demos rather than gears ingame footage on 360 vs the Crysis tech demo. Both demo's are probably better than games will look on either engine, and both were running on a similar platform so its about as fair of a comparison as we can expect until Crysis comes out.
[ QUOTE ] While that is a very nice looking scene, and while it is outdoors, it isn't really what I would call a wide open environment. I was speaking more about large, wide-open, mostly flat terrain. Those buildings are being used to occlude what may be behind them or possibly to give the illusion that there is something…
aaaagh balls balls balls. a crap engine can be made beautifull by the right art. there are beautifull ds games, that utilise the all mighty power of the DS. if a game is suited to its tech then it will work. try making an overambitous game on underwelming tech and you get turds on your screen. personally some of the most…
Daz I'm working on an open world game right now. Not sure how the scale compares to GTA4 as we're yet to see any actual footage of the size of the new liberty city. There are all types of nifty tricks you can do to store the ao maps at high resolutions. Ao doesn't need to be as high res as directional shadows as you won't…
[ QUOTE ] I think the real difference between the engines, for those making games atm, is that Cry runs on vista and UE3 runs on 360,PS3,XP so choosing cry means you limit your target audience by a few million as people are going to be slow to pick up vista, as slow as they were with XP. [/ QUOTE ] I am pretty sure that…
Sounds cool Rick. Personally I dunno why it would be so hard to add a little cheap trick even soft blob shadow under objects and people that are within shadowed areas. That's true doc. If you're developing a game that requires dynamic night & day cycles, it forces you to question the accepted norm of baking the crap into…