Cryengine 2 info

clarky003

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This was in Edge magazine, quoted here http://www.kurzweilai.net/mindx/frame.html?main=/mindx/show_thread.php?rootID=56958

It encorporates a dizzying selection of convincingly next-generation concepts. Ten-pass single shading (from bump, normal and specular maps to the less familiar dirt maps), procedural character generation (the models feature such novel traits as semi-transparent cartilage, self shadowing eyes and haemoglobin maps), pixel-specifc soft particle acuracy, the complete eradication of clipping, ubiquitous self-shadowing encompassing translucent and backlit objects.

Every object in the game will cast a shadow, everything will interact, and everything will exist and adapt in realtime, from weather and light cycles to vegetation. Enemy units not only exhibit an advanced model of visual perception, but also a dynamic aural acuity. Both senses are adaptive, different surfaces or sharpening the sound that the AI reacts to.

Every shadow has a disguise property that changes relentlessly with the passage of clouds, or any other obstruction, before the sun or moon. Every single polygon of vegetation is independently affected by wind, and movement through it will part it in ways that the AI can recognise. Moreover, it is entirely destructable.

I thought this specific information might stir up some interesting conversation.. Haemoglobin Maps!?
 
Just by hearing the name, "Hemoglobin Maps," makes me think of something like on every biological player model there are designated areas that has more coloring in their skin, such as the face.

Because isn't hemoglobin like the red pigment, or have something to do with that, in our blood?


Regardless, it all sounds very nice and interesting, can't wait.
 
"the complete eradication of clipping"
I'd like to see that...
 
"this addition to gameplay makes the game fun"

I'd like to see that...
 
Yeh.

Tbh I think alot of gamers don't really care, wow, bi-phiothermal lighting, that would be so cool if only I had the nessacary $2000 to be able to run it... Or is that just me?
[it was a picture of a tree, but it comepletely ****ed up forum dimensions so just imagien it]
Look at the light reflection on that. It's not much of a game though is it.
 
Wow--can't wait to hear the min/rec specs for this one! :laugh: :) :| :(;(:hmph: :frown: :angry: :flame: :devil:
 
Is it wrong that I couldn't care less about any of this visual stuff? I'm glad to see some AI elements being worked on. That's the important aspect to me. Immersion to me doesn't equal every leaf of every tree swaying independently. Immersion to me is facing an AI that I might confuse as a human.
 
Fishlore said:
Is it wrong that I couldn't care less about any of this visual stuff?

Nope, not wrong at all. I don't care either.

Gameplay. Story.
 
I'm glad you decided to put your 2 cents it this thread too, Samon.:p
 
It encorporates a dizzying selection of convincingly next-generation concepts. Ten-pass single shading (from bump, normal and specular maps to the less familiar dirt maps), procedural character generation (the s feature such novel traits as semi-transparent cartilage, self shadowing eyes and haemoglobin maps), pixel-specifc soft particle acuracy, the complete eradication of clipping, ubiquitous self-shadowing encompassing translucent and backlit objects.

Every object in the game will cast a shadow, everything will interact, and everything will exist and adapt in realtime, from weather and light cycles to vegetation. Enemy units not only exhibit an advanced of visual perception, but also a dynamic aural acuity. Both senses are adaptive, different surfaces or sharpening the sound that the AI reacts to.

Every shadow has a disguise property that changes relentlessly with the passage of clouds, or any other obstruction, before the sun or moon. Every single polygon of vegetation is independently affected by wind, and movement through it will part it in ways that the AI can recognise. Moreover, it is entirely destructable.
Exploding-head.gif

^ Same would happen to my computer. D:
 
i'm glad they are going this far with the technology. It brings up the standard so that even if crysis somehow sucks, other games will have to compete with this level of detail and graphics thus improving the look of games everywhere.

You must remember that as game graphics increase in detail, immersiveness also increases, as well as gameplay aspects that are inseperable to the graphics.

Don't just say graphics < gameplay, because its a whole lot more complicated than that
 
/ Bets £1,000,000,000 it wont be that good.
Stalker tried to do similarly incredible stuff with its AI, but they had to tone it down.
 
Llama said:
/ Bets £1,000,000,000 it wont be that good.
Stalker tried to do similarly incredible stuff with its AI, but they had to tone it down.

OK, I bet it will be that good. We'll see who gets the cash:naughty:
 
Exploding-head.gif
QF-MF-T !!

Was thinking the exact same thing, although I was also wondering if the vomit emitted by the unfortunate head-shotee's team would use floating point maths in the fluid dynamic modelling . :)
 
Flyingdebris said:
You must remember that as game graphics increase in detail, immersiveness also increases, as well as gameplay aspects that are inseperable to the graphics.

Don't just say graphics < gameplay, because its a whole lot more complicated than that

Sure doesen't seem to be that way these days. Gameplay/Story/Innovation > Graphics. It really isn't that complicated to me. That's why the people making indie games/Wii/Spore are my heros.
 
The rendering technology is very important. Sure you can say that graphics are not as important as how fun the game is or the game-play. Of course not, not in a game where the point is to be fun. But, graphics will continue to evolve.

Only about 2 or 3 years ago we started to see Normal Mapping, and now it's in every 3D game. Normal mapping was a technique that could take an extremely simple wire-frame and make it look rounded. For an example, look at this picture.

http://en.wikipedia.org/wiki/Image:Normal_map_example.png
Example of normal mapping for recreating the details lost during a drastic simplification


The first picture uses 4,000,000 triangles. The second uses 500. And the third uses 500. Previously, 3D models looked similar to the middle picture. The picture on the right is what we see today in our games, but it only uses 500 triangles. This is Normal mapping.

In the first picture on the left, it shows an extremely complex model. In the middle picture we see a model that had to be reduced significantly in order for a CPU to process it fast enough. The less complex model was what graphics used to look like (if you take away the blue lines).

So only a couple of years ago they developed the Normal map technique that can make the middle picture look like the first picture, while using an incredibly small amount of polygons.

These other new graphics rendering techniques that Crysis will be using are groundbreaking. It is a technological achievement for video games. No, they don't make the game more fun.

I will take AI claims with a grain of salt though. Remember how 'advanced' the Oblivion AI was touted as being? While it is usually pretty decent (enemies will pick up a weapon laying near them if they are attacked), it's definitely left room for improvement.
 
I'm familiar with that and it's very useful but these game developers are selling games on their graphics alone basically. It seems developers now are putting their focus into an area not as important considering what game are for (they're not just renderers). It'd be interesting to see if everyone started putting that focus on the story/gameplay/art style(direction?) and innovation. I bet we would see as much improvement as we have with graphics.
 
If everyone loves gameplay so much why isn't Tetris the most popular game?
 
Hemaglobin maps?

I suppose that would be used for things like having a character visibly blush or determine the amount of blood splatter/bleeding if a character is damaged on parts of their bodies?
 
Crisis King said:
If everyone loves gameplay so much why isn't Tetris the most popular game?

Do I really need to answer that question? No seriously...
 
OK, back to playing Far Cry then, one of the few games I'm able to play on High :P. And I'd say, bar some weapon models, it still looks damn good :). I wouldn't say the gameplay is lacking either. I like it non-linear.


Crisis King said:
If everyone loves gameplay so much why isn't Tetris the most popular game?

Cause Tetris is fecking boring. I don't know why is/was it so popular.
 
ericms said:
Do I really need to answer that question?

Do I really need to answer that question? No...but I have and when you answered my question with your question you proved that you originally didn't have to answer my question.
 
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