I think it is still too early to tell with both of these. While UE3 is dx9 based for now and Cry is dx10 with all the latest bells and whistles. I think it mainly comes down to the type of game you are making, how everything is coded, hardware it is running on if it's a pc based title, and how many souls were sold to get…
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 ] Either the transition from pc to 360 lost some horsepower, or more likely the reality of actual game code running in the background and having to fit everything into memory meant some bells & whistles had to be cut. (and that's just an observation rather than a negative comment about UE3. It's obviously a very…
[ 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.
yes mop, probably that is very true. I only asked as when i tryed the Farcry editor it seems that pretty much of it was just focoused on a tropical island style, and even that the mod community for it was indeed small i didn't saw anyone coming with a more city-like look. But for sure Farcry was a completly different…
Yeah engines don't really mean much they all do the same thing, render normal maps, colour maps, specular. It really comes down to the art that is created in it and how easy it is to itterate that art. Both these engines run the render engine as the world editor but I would prefer to work with the Cry engine as I think the…
[ 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…
Yes the public doesn't seem to care about the shadow in shadow problem. Heck, gears of war didn't even have shadows in the environment and it's rated top visuals ever. I should also clarify that when I say shadow in shadow you don't really want a secondary directional shadow you want occlusion. Like Rick said people don't…