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[VideoGamer]CryEngine the only 100% real time engine on the planet - Page 2

post #11 of 69
Every game has prebaked lighting system. As people may not know this the most stress full job done by gpu is dynamic shadows processing as they cannot be prebaked before rendering a map. They saying there lighting system isn't prebaked so making it a full real time system. Makes sense that Crysis 2 doesn't give so much fps even when bigger and better looking maps done on UE3.8(bulletstorm).
post #12 of 69
so every single thing is rendered in real time...100%? hmm well i tend not to believe that unless they can prove it. if you can create all the action sequences and cut scenes INSIDE the sandbox youself in the 2nd thatd make me a believer. what about dunia? far cry 2 seemed pretty real time i cant actually think of something that was pre rendered although i never looked closely
post #13 of 69
Quote:
Originally Posted by 8800GT View Post
so every single thing is rendered in real time...100%? hmm well i tend not to believe that unless they can prove it. if you can create all the action sequences and cut scenes INSIDE the sandbox youself in the 2nd thatd make me a believer. what about dunia? far cry 2 seemed pretty real time i cant actually think of something that was pre rendered although i never looked closely
Don't think you understand the concept. Not sure I do myself
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post #14 of 69
Quote:
Originally Posted by 8800GT View Post
so every single thing is rendered in real time...100%? hmm well i tend not to believe that unless they can prove it. if you can create all the action sequences and cut scenes INSIDE the sandbox youself in the 2nd thatd make me a believer. what about dunia? far cry 2 seemed pretty real time i cant actually think of something that was pre rendered although i never looked closely
They never said this has been done before but only that the engine is capable of it.
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post #15 of 69
Quote:
Originally Posted by SUPER PISSED View Post
I don't understand..

Real time opposed to what?
For example most lighting is rendered on the developer's machine in Unreal Engine. Then your computer takes that prerendered level file and only rerenders what the developer marks as necessary. Such as lights you might walk in front of for example.
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post #16 of 69
Marketecture for sure especially from the CEO. This basically is saying they have found a way to simulate Light Baking in real-time as others have said. Though his statement doesn't say that. We are assuming from a good amount of experience with several game engines.

Though any game engine can be 100% real time. Depending on what you leave out. You don't have to Bake your lights into the scene 100%. You can process No shadows, limited shadows, lower the resolution being rendered, & process lighting on the fly (typically GPU intensive).

What he should have said was that the Crytek Engine Lights their scenes real-time, while displaying high quality.
Edited by Ghoxt - 7/17/11 at 12:38pm
post #17 of 69
Quote:
Originally Posted by BizzareRide View Post
It means no post-processing!
Hell are you smoking? Real time rendering has nothing to do with Post Process Effects....


Quote:
Originally Posted by T3chAdd1ct View Post
and what does that mean?
You know video editor,s and how you have so many ways of tweaking the image and sound and all of that? That's Post Processing. Great tech like SSAO is a post process effect! Things like Motion Blur, Bloom, Depth of Field and so on are also post process effects. Post Process effects can also change the image properties, like Color Grading, Intensity, Black Levels, if the scene should be greyscale, and all that shiz!

Now this is a big leap, basically they are saying that Cryengine 3 can make a game where nothing is rendered statically. EVERYTHING is rendered once every frame , which especially for lighting is expensive.
Edited by HarbingerOfLive - 7/17/11 at 12:27pm
    
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post #18 of 69
Quote:
Originally Posted by Licht View Post
For example most lighting is rendered on the developer's machine in Unreal Engine. Then your computer takes that prerendered level file and only rerenders what the developer marks as necessary. Such as lights you might walk in front of for example.
Thought this is a preferred option, lights and shadows can be dynamic. Epic released Cascaded Shadow Maps a few months ago, and there is a option to render lighting dynamically (not reccomended....). Also in Unreal Engine there are many types of lights that act with a specific set of rules. If you have a moving light for example, Unreal Engine will render that light dynamicly already, while lights that are not moving or changing whatsoever will well stay static....
    
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post #19 of 69
Hmm does he mean (and i'm not familiar with map tools) that cryengine can render everything while you are going through the map and jump in whenever you want. But maybe other map editors you need to render the files out ?
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post #20 of 69
Cool, Cryengine 2 was pretty realtime too tho, just click play and it played, no loading stuff.
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