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[VideoGamer]CryEngine the only 100% real time engine on the planet - Page 7

post #61 of 69
Sorry, but the people asking what "Real-time" and "post-processing" mean need to leave the forum of Overclockers and PC geeks. Seriously. There should be an exam for membership.
    
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post #62 of 69
Quote:
Originally Posted by Viridian View Post
Sorry, but the people asking what "Real-time" and "post-processing" mean need to leave the forum of Overclockers and PC geeks. Seriously. There should be an exam for membership.
Half the people here join to learn. Shut yo trap
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post #63 of 69
Useful for developers, but not important at all to the end user. I also don't see it's that huge a thing. Sure, it'll make it slightly easier to test, which is good, but I don't think it's something most developers would pick an engine over.

Quote:
Originally Posted by Viridian View Post
Sorry, but the people asking what "Real-time" and "post-processing" mean need to leave the forum of Overclockers and PC geeks. Seriously. There should be an exam for membership.
a) This is an overclocking community. Yes, it's likely that a lot of people here will know about gaming and computing by association, but it's not a guarentee.
b) People are not omnicient. They need to learn, and a forum like this is designed so people can share information, and learn from each other - not sit around feeling smug about what they know.
Edited by lattyware - 7/18/11 at 5:23am
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post #64 of 69
Quote:
Originally Posted by Viridian View Post
Sorry, but the people asking what "Real-time" and "post-processing" mean need to leave the forum of Overclockers and PC geeks. Seriously. There should be an exam for membership.
post #65 of 69
in crysis 2 a lot of scenes were pre-rendered (most noticeable the destruction scenes).
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post #66 of 69
Quote:
Originally Posted by Hotcarl 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.
NO

That is realtime editing. There is a difference. A MASSIVE one.
And just because "other engines have done it before but it doesn't look as good" doesn't mean that their statement is still valid. So therefore, it isn't about real time editing otherwise what they said would be entirely false.

This is what real time in the aspect that they are talking is about:

|
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V

Quote:
Originally Posted by Shademaster View Post
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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post #67 of 69
Heh, we all have access to Google. There's no excuse really.
    
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post #68 of 69
Ooo a Cryengine thread As someone who's been working with Cryengine 2, and now CE3 for around 4 years (since Crysis 1 Beta 3), I think I can explain this.

Firstly, the statement IS correct. Crysis 1, Warhead, Wars and Crysis 2 are entirely "real time" all the time. This means a few things, which can get quite complicated, but let me try to explain. Unlike older / other engines, nothing in game is pre-computed, be it Physics, lighting, etc. Its all calculated on the fly using whatever you have on your computer (this is also why Crysis 1 was so hard to run).

For lighting this means a lot of things. Firstly, as it uses a form of deffered rendering, it means you can have 100+ lights on screen at a time, and never have to wait for the engine to calculate shadows. When you move a light, you dont need to press 'compute shadows' or some such - it does it automatically.

For physics, its pretty similar, however it was nerfed hard in Crysis 2, and is much better in Crysis 1. For example, in Crysis 1 there were often tons of shacks made out of wood, metal and so on. Inside would be dozens of objects, also made out of wood, metal, etc. In older games, and even recent games (yes, you, BFBC2), if you detonated a few sticks of C4, the building would fall the same way every single time. However, in Cryengine, this is also calculated in real time. To be more technical:

Once a force is applied to an object at rest, it 'physicalized', or in other words, has physics enabled. So when the C4 goes off, the shock wave hits all the objects in the shack, as well as the metal plates and wood board making it up, and "physicalizes" them all, in real time. After that original impact, the trajectories, interactions, etc. are all done in real time. So if one board hits another, the direction of said board changes. This goes for the objects inside as well.

Lastly, and most importantly, this helps MASSIVELY with editing (or modding). In almost every engine out there, to test a map that you had just made, you would have to hit compile, then load up the actual game, then load your map, and then try it. In Cryengine, you simply press "ctrl+g", to enter game mode, right in the editor. When your in this mode, its just like being in game (well, RAM usage is a bit higher). However, to do this, NOTHING had to be compiled. There was no pre-calculations, or compilation, etc. You press the button and you're done.
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post #69 of 69
Quote:
Originally Posted by Tunechi View Post
On the planet?

Didn't know Crytek made it to Jupiter.

why is there a picture of earl sweatshirt on your post? rofl, i thought i was the only one on oc.net who listens to ofwgkta
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