Added: 1 year ago
From: jbreynes
Views: 43,326
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  • Let me blow it up and ill be happy...

  • There is no AA?

  • Very nice work.

  • who has made the textures?

  • what is the name of the music?

  • @glastheim : look at the end of the video

  • @jbreynes thank u :)

  • some pretty low res textures there

  • 6 killzone fags didnt like the video.

  • W 1:28 śpiewają ''Ooooo kurrrrrrwa''

  • @TheJustinfernandez Have you ever stood in a naturally lit building during early-/mid-day and actually looked at how everything's lit? Most enclosed areas are fairly uniformly lit when it's done that way. I think you're just looking for/used to the higher contrast artistic look that's done in most games.

  • @MasseOMG Technical artist at ECS, Inc. in Orlando, FL. What's your resume? We do government simulations, so they prefer it bland. However, I do a lot of studying and video watching, as well as the fact that I've played games for the last 28 years. I'm also the guy that points out every one else's errors. So, if you're looking for colored lighting, look at the 1:00 mark. If you knew things about shaders, you'd know that casting lights through transparency and picking up its color is hard.

  • Killzone 3. Thanks for listening ;)

  • it looks alright

  • 1:24 Śpiewają "O Kurwaaa" pozdro dla rodaków :D

  • It looks very good, but I don't see what's so special about this engine. It looks similar to Assassin's Creed: Brotherhood.

  • Mmm, and pre-rendered is the wrong term, but it's very easy to cut corners when you've got something with a fixed camera angle or limited viewing area, ala a game like DMC4/Demon's Souls/GoW3, etc. and even in TPS games like Uncharted or Gears of War. When you're in smaller areas, even if they're giving you the illusion of detail off in the distance, and there are areas of the environment you can't see because you can't get up to them or look in that direction, then you can cut tons of corners.

  • As I said in my other comment, Crysis really showed its power and beauty in open areas. Don't know why they showed this off with a tiny little church without anything moving. Is this a console video? 'Cause it looks like there isn't any AA either. Some pre-rendered TPS like Uncharted 2 may be able to pull off something that looks similar (at 30FPS and 720p at best), but it sure as hell couldn't handle a truly wide-open area with Crysis-level detail even at great distances, even @ 30FPS/720p.

  • Why isn't the light through the glass colored?

  • @nutcrackr That is a very good question... Thats why it looks so bland.

  • @nutcrackr Because cryengine doesn't color the lights based on the opacity and translucency of the objects, instead it uses a map projected light for those ornaments. It's a way of faking light going through glass

  • @cgmodeler

    well .... actually if it is real gi they use its more like the real sunlight, 1 spot hitting one every surface and taking the color with it to the next, the photons reflect and reflect the base color they hitted first. immitating volumetric light through colored glass (same as light breaking through liquids or glass) would be more something like caustig effects and i guess no hardware could to this in realtime "goodlooking" atm

  • @Nasdero Yep indeed, they do the calculation based on the diffuse map or the diffuse color at the .mtl settings. The color spilling comes from the same way as the SSAO its buffer based i think. However it's really impressive, I've just had the chance to play with it a little bit but is much more optimized than the latest version. And the deferred lighting really does it's job, now i really think that they can beat unreal engine at indoors lighting (this was a weak point when working with cryeng)

  • @DesignVisStudios.. This doesn't impress you, eh? Try working in the real-time industry one of these days. Doing this at 60+ frames per second is nothing short of amazing, especially when the pre-rendered vis takes several hours to achieve similar quality. I should know. I work in real-time, and I do high-quality pre-rendered images at home. Next time, have a little humility and give credit where credit's due.

  • @wireframeboy HAHAHA... I honestly don't believe you work for "real-time". I am a game designer and I can easily say this is scene is nothing special. Seen 100 times better looking lighting reflections etc done in real-time. Just look at the lights coming throught the colored glass. It has no color when it hits the walls.

  • caustics are baked, the window in the top left does not change when the sun's direct light moves... so not very impressive, but not surprising. These graphics dont impress me at all, but i work on pre rendered vis.

  • such graphics for a shooter could not care me less

  • uncharted 2 and 3 did it

  • framerate looks a bit choppy at times

  • Uncharted 3 on the PS3 has the same, if not better graphics....

  • @RZRFilmz HAHAHA! What a joke! Your crap ps3 will never see graphics this good!

  • @bagle12345678

    Crap ps3? Dont be such a fanboy

  • @bagle12345678

    Yes, but you'll never see any of the thousands of dollars you've poured into building and upgrading a machine just for graphics.

  • @RZRFilmz I want some of what this kid is smoking.

    I've seen side-by-side comparisons of Crysis (the first one) and Uncharted 2, and Uncharted 2 is still noticeably behind in textures/graphics/lightning/et­c., in addition to its much lower potential resolution.

    I don't know why they made a video of a church, though. Crysis really showed its beauty in large, outdoors environments that still had immense detail and great lightning despite being in a very large and open area.

  • You're doing it wrong, can't show off the beauty in 720p. I demand a re-recording and re-upload in 1080p or higher. :-)

  • Killzone 3 engine is so much better

  • @Turkish2023 Seriously... U have a lot of fanboy drugs in your mind.

  • There's lots of Aliasing

  • O_O

  • meh... still prefer the lighting used in UE3 and the number of tools available ;-)

  • When you know that almost nothing remains from this old abbaye, one can respectuously admire the historian work as well as the computer modelling. These engineers from Arts et Métiers are so smart...

    Thanks a lot for this experience. I want to go to Cluny and watch it full scale.

  • Starts :35 seconds in.

  • the sunlit area looks nice, yet it lacks mood or atmosphere.

    its just well lit everywhere, with no dark areas.

    im really looking forward too seeing their crysis2 in rt.

  • @MALzman Too bad the Unreal engine can't do this kind of lighting in real-time.

  • @mliukka You're wrong. UE3 can do it, with a very very very similar quality (or better in some ways).

  • meh, still looks alot like ambient occlusion

  • Why is white light coming through a stained glass window?

  • I'M playing the Cyrsis 2 demo and it really looks this good.

  • brb gonna go buy a new cpu and gpu and psu!

  • @Technobanana uh, don't you mean you need to buy new cpu, gpu, and psu PLURAL?

  • @Spacenoodle No I don't mean Plural, I ment what I said you grammar nazi fuck.

  • yeaaaaa real time rendering !!!! awesome cryengine 3

  • Beautiful work!

  • To say that this looks fantastic is an understatement. This is proof that the CE3 is the most advanced real-time engine currently on the market. Roll on Crysis 2 :)

  • @AnamorphicDreams except for the jaggies everywhere. they need to up the AA a lot that's for sure

  • @AnamorphicDreams Its not solely CryEngine 3 that makes this look good. Its a combination of Art & Technology.

    There isn't anything going on in this scene that could not be done on another Engine. If you brought these assets into another engine like Frostbite 2 or Unreal 3, you could achieve very similar result.

    In particular, Frostbite 2 is using enlighten, which has advantages over CryEngine 3's Screenspace Global Illumination trick. Enlighten has much better dynamic Radiosity.

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