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[VideoGamer]CryEngine the only 100% real time engine on the planet - Page 6

post #51 of 69
Quote:
Originally Posted by ocnater View Post
read the whole thread
???
profit

Should I have to read more than the article to know what their claim was about?

But yes I should have read the entire thread anyway. It seems likely they were talking about lighting. I'm highly skeptical about their claim about all of their lighting and shadows being real-time. For example, take some underground environments. Technically an underground tunnel wall made of concrete/bricks would be identical to the one above ground, it's just darker underground. I wonder if all of the textures they used in the darker environments in the game are the same brightness as the lighter environments. If they were truly the same brightness then that leaves lighting to do the rest.

Anyone know how to extract the textures from their pack files? I'd be curious to see them and verify their claim.
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post #52 of 69
Quote:
Originally Posted by ocnater View Post
And what game can you name that does not do "realtime processing"?

Unless you meant "developer" instead of "consumer". Then yes, the developer must have a machine that can run the game. "realtime" just means the game runs congruently with the editing environment. There is no compiling to do, no waiting for the game to start to test out a little change.
That is not what this is about.
It doesnt specify anywhere he's talking about an editing environment at all. Plenty of game engines can do that. God of War 3, for example - a console game no less, was developed almost entirely in that exact fashion of which you speak of - it ran congruently with the editing environment.

It's about real time rendering of the game's effect and such.
I can also name a ton of games, practically the majority of them, that do NOT have parts that are processed/rendered in real time. Whether its prebaked effects, animations, physics, and/or cutscenes.

If you read the entire thread, I mean you just told Lorkidon to, then you'd have read this:
Quote:
Originally Posted by Licht
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.
So if the engine is 100% realtime, then it does matter what the consumer's machine can handle. It isn't a prerendered effect or lighting. It's processed in real time on the player's machine, therefore more demanding. It doesn't process just what the developer thinks the player needs/can see, it does it all.

Quote:
Anyone know how to extract the textures from their pack files? I'd be curious to see them and verify their claim.
I havent done it in awhile but if you google around there are plenty of Crysis 2 mod sites.
Edited by OmegaNemesis28 - 7/17/11 at 11:03pm
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post #53 of 69
Quote:
Originally Posted by ocnater View Post
jesus christ guys, arguing about what is real time ? this video explains it. One second he's in the engine putting stuff around, press of a button. He's in the game. Halo 3 has something like that as well.

Cryengine RENDERS EVERYTHING IN REAL TIME. what you see in the editor is what you will be seeing when you start the game. Save for the lights cause they take render power.

In maya or 3ds max, even zbrush all programs used to create models/enviroments. Maya or 3ds can't render in real time, what we see in the program is not what shows up when we render it. Render takes time, calculations etc. Don't know how cryengine does it, but it's impressive.

Yea other engines can do it as well, but really doesn't look as good.
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post #54 of 69
On the planet?

Didn't know Crytek made it to Jupiter.

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post #55 of 69
If you look here

There's a bit of information about what the editor does

Quote:
Use the cutting edge real time lighting technology of the CryENGINE to bring light to your worlds and explore the use of atmospherics and effects used for today's newest games.
Seems like lighting is the main focus, but I think lighting has the biggest impact on games so it's all good.
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post #56 of 69
Me <3 CryEngine

Any of the versions, especially 2.

Sandbox is plainly awesome.
   
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post #57 of 69
Crytek.....
MAXIMUM LIES
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post #58 of 69
In real time, as opposed to fake time.

Got it.
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post #59 of 69
Probably the act of gaming he's referring to 100% real time
post #60 of 69
Well it renders things like Global Illumination and ambient occlusion in realtime. Previous renderengines (including unreal) need to have this prebaked.

This mean lighting/texturing/shading artist have a way, way easier job. I believe they are the first ever who managed realtime GI in a game.

They spend years and years trying to make it workable and now that they have they can truly claim they are realtime.

They also have a true 32 bit renderer with colormapping, linear workflow, realtime HDR bokeh with custom iris settings. flickrfree blurry reflections and HDR motionblur.

Basically they have 90% everything a renderer like vray/mental ray/final render has only realtime + and awesome engine editor that functions like a 3D application.

My thoughts are that it is not going to take long anymore for this to find a massive adaptation in Archviz.
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