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From: PCGamesHardware
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  • its called deferred lighting, it means you can pretty much have as many lights as you want without hardly decreasing performance at all, unity3d and unreal engine have this also, this is not very special to ce3

  • looks like shit from 2002

  • wait....what was cryengine 1??

  • @ravenshield56

    Cryengine 1 Oo. The video is from 2009, so I don't think so.

  • @RyuhasNERV noo, I ment what is it? what games was it used for?

  • @ravenshield56

    OK, never seen in a game, but crytek uses this castle for many of their demos.

    See : /watch?v=vPQ3BbuYVh8&

  • @RyuhasNERV nooooooooooooooooooooooooooooo­oooo your gettin it all wrong!! THIS is cryengine 3, what was cryengine 1 used for??

  • @ravenshield56 wooooooooooooooooooooooo, stop yelling or i gie you a lmgtfy link.. OK ?

    cryengine1 = farcry;

    cryengine2 = crysis;

    cryengine3 = crysis2;

  • @RyuhasNERV I wasnt yellin ghee :P but thanks!

  • But Will It Blend!?

  • graphics are crap looks like something outta tomb raider 1.. ps4 are supposed to be getting this tech...WHY????

  • looks like shit -.-

  • no bumpmaps - fail

  • @Alekh12345 It is very minor, the performance increase in Crysis alone is worth it to run DX9 very high settings. Search it on google, there are side by side pictures on gamespot. Look at the differences between DX7 - DX8 - DX9. There is a very prominant difference and each of them became standards of rendering, dx10 never did. We're moving on to DX11 now which really does seem a step forward (in terms of tesselation and performance). Although to be fair, Crysis was really designed for DX9.

  • @DCDUO First off, Crysis at V High was not entirely in DX10, it simply replaced a few shaders and lighting algorithms here and there to use the DX10 versions. Why? Because writing a game entirely to use DX9 AND DX10 is a massive pain in the ass. You're pretty much writing two games.

    Second, DX11 is a superscript of DX10. It's fundamentally the same thing with minor additions so that it will sell better on Win7 than DX10 did on Vista.

  • @Archangelicus93 I wouldn't say minor, dx10 to dx11 is quite big hurdle. Atleast compared to dx10 that never really pulled anything all that impressive.

  • @DCDUO Hm, I mades a typo. "superset", not "superscript". The disadvantage of being partially inebriated. Anyway...

    DX10 added Shader Model 4.0, unified pipeline architectures, the allowal of integer operations, Geometry Shaders, and replaced the DirectInput and DirectSound APIs.

    DX11 added GPGPU support in DirectCompute, Tessellation, enhanced Multithreading support and some texture compression algorithms.

    In terms of game design and programming, DX10 adds and allows for far more than DX11.

  • @Archangelicus93 It may well be capable of it, but really though, did it? Every direct x version became the standard except dx10, albeit because developers didn't want to go exclusive with it and lose a market, but it still wasn't overly that impressive. It didn't increase graphics much whatsoever and was almost counter-intuative when it comes to optimisation. DX11 is far more promising. Better graphics and optimisation with tessellation and gpgpu, a real advancement.

  • @Alekh12345 Something? Maybe, but very little. The difference is minute. DX10 was still a gimmick. I don't know why you're so offended.

  • @Alekh12345 Don't make yourself look stupid buddy, you can run very high on XP. DX10 in Crysis only showed how much of a gimmick it actually is, as it was only an "unlock" and didn't use any actual DX10 technology that couldn't be used in DX9. Hell, you can even run very high on Windows 7 if you ran the game in DX9.

  • Why they still use DX9 :( it's such a fail with hardware we have today.

    Prefer DX10 in CryEngine 2 or 3.

    Watch my CryEngine2 video too!:D Real DX10 graphics!

  • @hansvansjon DX10 was just a gimmick. I'll assume you meant 11, though.

  • We can do it, gentlemen. After several decades of development in real-time 3D rendering, we can finally simulate what a rave looks like.

  • LSD s a helluva drug!

    Double rainbow all the wayyyy!!!

  • the Crytek guys based this on their favourite gay bar.

  • How can I get it?!

  • this looks like something from like half life 1... are we going backwards`?

  • @NGT2O6,

    it's not rendered in full potential, if you really think this is Cryengine at full power, seriously look at more vids lol.

  • @waazabie Yeah but why don't they ONLY show the engines fully potential? almost ANY engine could do this very basic lightning rendering.

  • @NGT2O6,

    Source can't Unreal engine can't,

    it's about how all the different lightnings blend in.

    While you lose only a small size of FPS while in Source or Unreal the FPS would drop more than with this technique.

    Full potential of the Cryengine 3 are already on youtube. this is just a test for lightning.

  • @waazabie We'll see about the small fps drop ur talking about ^^ cryengine 2 was so good at that

  • @NGT2O6,

    Look I am not saying that Cryengine is an easy engine to run on a system.

    It's not, okay. I am only saying that, with these techniques this option to put alot of lights into a small area is less FPS consuming than before.

    Cryengine 2 is btw not that hard to run, if you get a good FPS it stays like that, until the snow levels lol. Anyway Crysis runs good on AMD Quad-Core 2.2GHz and a ATi HD5770! Now Cryengine 3 will improve much on detail and will improve on speed.

  • @NGT2O6,

    Ooh, I said it's not running full potential and it can do that.

    I mean Cryengine 3 on medium settings looks better than Source on High or ultra settings.

  • wors comparison

  • If there are any other Source Engine mappers out there, I think you will share my belief in how un-fucking-believable the sandbox editor will be.

  • Beautiful effect! :)

  • That's impressive that this actually performs nearly 3x better than differed rendering, and I guess unlike differed rendering, more than one light source and of more than one color is accurate on a single scene.

  • whats special about this? many engins can do that o.O

  • @MrMuFFF yes but not to that many lights

  • @MrMuFFF & @nendo or at least not in realtime.

  • radiance volume...

    have you ever seen engines with that?

  • I guess some uneducated would comment like this.

    No, no engines that you can purchase, do lighting like this. This is showing color bleeding, global illumination, with a few hundred lights. They achieve this GI/Radiosity effect, efficiently through a radiance volume, like shown.

    Unreal Engine is experimenting with a similar technique.

  • No, no engine can do what is occuring in this video, no engine has light propagation which not only illuminates whats directly near it but the objects it illuminates, reflects light onto other surfaces- Look up Cube Mapping and Global Illumination. Basically its light illuminating a surface which then bounces that light to illuminate another surface which you can imagine, takes tremendous coding and GPU horse power.

  • Can't believe I'm actually responding to the guys below me. But Killzone 2 /did/ use prebaked shadows (lightmaps, if you will). Including global lighting for shadows (like in L4D, HL2:EP2).

    Killzone 2 uses Turtle by Illuminate Labs. An impressive addition to game engines which precalculates amazing shadows and lighting effects. But, y'know, not interactive. Mirror's Edge also uses Turtle.

    What this video shows is somewhat impressive. But not exactly useful. Except for a dancefloor, maybe. :)

  • Mirror's Edge uses Beast not turtle.

  • mirrors edge is based on Unreal Engine 3, they just added sum features and called it beast

  • Why would you have 400 lights in the scene anyway? Like the game is better cos it can render that many lights.

    And, they could put 1000 of lights, it is totally different approach. Notice that there are no crisp shadows from them. Which means they are just sources of radiance in volume cloud. Of course you not knowing that say wow, but the thing existed in CG for more than five years now.

  • When you can see from above, it looks like a alley in china town

  • What if the lights casted shadows? I'd love to see how that looks like!

  • one big mess :P

  • @speedaddict2008 It would be in reverse but if there was shadow and you are in a dark room...then same thing as closing your eyes at night! :)

  • @speedaddict2008 It would look like watching a digital photo frame which has slideshow enabled to display a new frame every 5 seconds

  • 160 fps is impressive, but I hope the AI and stuff won't take away so damn much frames...

  • Geforce 280?

  • GTX 280...

  • Comment removed

  • cryengine 3 is so powerful and resource-heavy, i cant even play the video ... lol cryengine 3 makes me wanna cry and i mean it in the good way ...

  • killzone2 does this with excellent results.

  • Theres barely any lights in Killzone2, besides killzone 2 is a game not an engine.

  • an engine is made to build a game buddy.

  • Dammmm another youtube user who has an IQ below 10.

    The moron said - Killzone 2 does this with excellent results. Uhm, there are barely anyu lights anywhere in Killzone 2, + killzone 2 aint an engine, its a game.

    +I know what an engine is, and what an Engine can do and what it does. Idiot.

  • @mupp33n Does it really matter if Killzone 2 is a game and not an engine? The engine behind KZ2 is doing it so he's right... KZ2 has it and it's excellent...

  • KZ2 has it, but is the engine using all these? no.

  • @mupp33n Are you stupid? Ofcourse the engine is rendering them if they're in the game.. I highly doubt they would be in the game if the engine was unable to handle it...

  • But all of these lights ARENT in the fucking game, whats your point? The engine isnt rendering them cause they are: a) not in the game, b) not in the game.

    I have played the game and there arent many lights in it idiot.

  • @mupp33n You truly are an idiot.. there is absolutely NO prebaked lighting in KZ2.. So I don't get where the fuck you get the idea of the lights not being in the game you ignorant little fuck.

  • Holy shit you've got to be a total idiot, youre saying Killzone 2 is using 500++ lights in single areas? Alright, Ive played Killzone, theres barely any lights.

  • according to the devs there are scenes in Killzone 2 with hundreds of lights present, hence the deferred rendering used in the engine

  • These are Thousands.

    Plus, what scenes?

  • it says 400 in the video?

    not entirely sure what ones specifically but the engine keeps an impressive amount of dynamic lights at all times, even the enemies eyes are dynamic lights which light up surrounding walls etc

  • Yeah but the engien can handle up to a couple of thousands, HAHA do the eyes lit up the enviroments? Give me a pic of that, seriously. Not a pic of alit up helmet.

  • Where ?? ;] PLayed the game and i was seeting one directional light throwing dynamic modulated shadows ,one ambient and 2-4 pointlights on one frame xD .

  • fail

  • haut mich jetzt nicht um

  • natürlich nich, is halt'ne leistungsdemo. als entwickler (der sich für die engine interessieren soll) wird man wissen wie beeindruckend die anfangs genannten daten für 160 fps mit ner gtx 280 sind und der rest is im prinzip überflüssig

  • Eine aktuelle Leistungsdemo wird wohl kaum in DX9 angefertigt ;)

  • Klar wird sie in DX9 angefertigt, als Studio kannst du es dir zur Zeit noch nicht leisten, auf die DX9 Kundschaft zu verzichten.

  • weil vista bei spielern und entwicklerngefloppt ist. außerdem steht auf konsolen die zeit seit 2005 bzw. 06 still, dx10 existiert da nicht.

    nochmal: dieses video richtet sich an entwickler. crytek wollte schon die cry2 als lizenz-engine etablieren, ein high end pc spiel (crysis) ist aber keine gute bewährungsprobe (aus sicht der interessenten) weil die meisten titel heute primär für konsolen entwickelt werden. deshalb unterstützt cry3 doch jetzt plattformübergreifende entwicklung.

  • nice,,,

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