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Crysis 2


Tyler

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Its very hard to recreate a city compared to a jungle setting, Crysis 2 seems more impressive but remains to be seen how much freedom the player will get, either way don't care if it was delayed, they can take their time to polish the game.

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Its very hard to recreate a city compared to a jungle setting, Crysis 2 seems more impressive but remains to be seen how much freedom the player will get, either way don't care if it was delayed, they can take their time to polish the game.

 

I see it the other way around. It's very hard for the devs to recreate Jungle settings. There are too many parameters that start with foliage and end with frog in the mud. It's endless.

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I see it the other way around. It's very hard for the devs to recreate Jungle settings. There are too many parameters that start with foliage and end with frog in the mud. It's endless.

Karooo isn't referring to technical limitations.

 

See...while a city setting may help by having buildings to occlude geometry compared to the uneven & open areas of a jungle, it should be noted that the jungle setting is still fictional.

On the other hand the city in question is a real city that exists, so its harder to recreate it & capture the look authentically....recreating a real city can shoot up the art budget & work by 10 times compared to creating a jungle environment (which Crytek has been doing since past three game...hence its very easy for them to make a jungle environment).

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Karooo isn't referring to technical limitations.

 

See...while a city setting may help by having buildings to occlude geometry compared to the uneven & open areas of a jungle, it should be noted that the jungle setting is still fictional.

On the other hand the city in question is a real city that exists, so its harder to recreate it & capture the look authentically....recreating a real city can shoot up the art budget & work by 10 times compared to creating a jungle environment (which Crytek has been doing since past three game...hence its very easy for them to make a jungle environment).

NO.....see....that's why I italized the recreate part. Why would I use that word it the jungle environments in Crysis were fictional. Did you see the Crysis Developer video? If you had seen it, then you'd know that the devs had to go to the jungles themselves and spend a lot of time there to recreate the terrains, foliage, and even the sunlight projecting beyond the leaves onto the ground. Plus the vistas, damage.....and I could go on and on.

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NO.....see....that's why I italized the recreate part. Why would I use that word it the jungle environments in Crysis were fictional. Did you see the Crysis Developer video? If you had seen it, then you'd know that the devs had to go to the jungles themselves and spend a lot of time there to recreate the terrains, foliage,

Lol dude they don't go there to capture terrains & foliage so that they can recreate it in their game....the artists go there to create art for the game & then they show it to the designers who will then make a world out of their imagination in Sandbox Editor (no re-creation here, its mostly imagination). Capturing the data is not a lot of work, building according to the data is where the most man power goes..the closer you try to "recreate" the data the more you start to work. In case of Crysis 2 its entirely different cause here you have to first recreate the whole city block by block according to the data (lot of work) and then apply layer of imaginative art over that so that it fits the base (more work).

 

Also its to be noted that jungle environments will have a lot of repeating assets, while you obviously won't be able to repeat the assets as vigorously while making a city like NYC.

 

There is a reason why GTA4 is the costliest game ever made eventhough Farcry 2 has a lot bigger world (which is in turn based on real pictures taken by the dev team in Africa over a course of days). Also its almost a given that Crysis 2 will be having a lot higher budget than Crysis & Warhead combined.

 

and even the sunlight projecting beyond the leaves onto the ground.

The what ? Its simply volumetric lighting.

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Lol dude they don't go there to capture terrains & foliage so that they can recreate it in their game....the artists go there to create art for the game & then they show it to the designers who will then make a world out of their imagination in Sandbox Editor (no re-creation here, its mostly imagination). Capturing the data is not a lot of work, building according to the data is where the most man power goes..the closer you try to "recreate" the data the more you start to work. In case of Crysis 2 its entirely different cause here you have to first recreate the whole city block by block according to the data (lot of work) and then apply layer of imaginative art over that so that it fits the base (more work).

 

Also its to be noted that jungle environments will have a lot of repeating assets, while you obviously won't be able to repeat the assets as vigorously while making a city like NYC.

 

 

The what ? Its simply volumetric lighting.

 

I must ask you this......are you contemplating? :bigyellowgrin:

imagination is there.....but for the most part they improvize on the real pictures taken from the sites. So, that's mostly recreating isn't it?

 

Also, the Urban setting I accept has a lot of buildings, but can easily be duplicated. Apart from a few important buildings, do a certailn set of parameters for one building and smudge it onto the rest of them. Something like what they did in Prototype.

 

and abt the lighting....dude I was just mentioning what they are trying to reproduce. VL is just the tool used or available for that :bigyellowgrin:

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STEP A SIDE..KING IS HERE TO REGAIN HIS "BEST GRAPHICS EVER IN A VIDEO GAME" CROWN :bigyellowgrin:

 

 

CryEngine 3 Technology Papers with New Crysis 2 Screens

 

http://www.incrysis.com/index.php?option=com_content&task=view&id=896&Itemid=1

 

On July 28-29, Crytek's Lead Researcher Anton Kaplanyan held two courses at SIGGRAPH 2010 that covered the lighting features of CryEngine 3. In the first one, titled "CryENGINE 3: Reaching the Speed of Light", Crytek presents a generalized and balanced real-time rendering pipeline. The second course, "Real-time Diffuse Global Illumination in CryEngine 3", presented Crytek's diffuse Global Illumination technique for PC, PlayStation 3 and Xbox 360.

 

 

 

 

Some images from CryENGINE 3: Reaching the Speed of Light

 

 

Consistent lighting examples in Crysis 2

 

cryengine3_consistent_lighting_example1_sm.jpg

cryengine3_consistent_lighting_example2_sm.jpg

This truck looks as detail as GT5 cars :bigyellowgrin:

 

 

Some images from Real-time Diffuse Global Illumination in CryENGINE 3

 

 

Diffuse Global Illumination in Crysis 2

 

 

Here is a screenshot from the upcoming blockbuster Crysis 2. Notice the indirect illumination on columns and flowerbeds.

 

crysis2_diffuse_global_illumination1_sm.jpg

 

 

Global Illumination on particles

 

 

Global Illumination ON + particles

 

crysis2_global_illumination_on_particles_sm.jpg

 

Global Illumination simulated with Deferred Lights

 

This is an example of the simulated Global Illumination manually created by artists. In this particular case the sampling of the scene by several area light sources would take a lot of time. Moreover as light sources are very coarse spatially, it is possible to easily emulate the Illumination with several deferred point light sources with almost no performance impact.

 

 

crysis2_global_illumination_simulated_with_deferred_lights_sm.jpg

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CONTINUE :bigyellowgrin:

 

Examples of cascaded approach in a huge outdoor scene

 

 

Global Illumination ON (3 Light Propagation Volumes)

 

 

crysis2_outdoor_scene_with_3_light_propagation_volumes_sm.jpg

crysis2_outdoor_scene_with_1_light_propagation_volume_sm.jpg

 

 

Indoor scenes using Light Propagation Volumes

 

crysis2_indoor_scene1_sm.jpg

crysis2_indoor_scene2_sm.jpg

crysis2_indoor_scene4.jpg

 

 

Bonus Crysis 2 screenshot

 

crysis2_siggraph_2010_bonus_screen_sm.jpg

 

 

 

my poor GPU :cry:

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But problem these screens are from PC version?.. Console version looks sh*t compare to these amazing jaw dropping PC screens... :furious:

 

i want see these graphics on consoles....Console version suffers from tearing,low-res shadows and textures :x

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