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post #3591 of 9978
Quote:
Originally Posted by Alastair View Post

Warning: Spoiler! (Click to show)
You know guys. CR is working on Cry Engine 3. The game looks amazing now. But in 2 years when the final game is released where will we have gone with graphics? Now really how the game looks will probably only account to maybe 20% of my total enjoyment. But because this game is going to have a really long development phase, what is stopping the technology that is powering the game from ageing a lot before the game is even out? Or is Cry Engine 3 getting constantly updated like CodeMasters Ego engine?

Part of the reason why they are on cryengine is due to the ability to constantly update the shiny factor. The game is being developed with the future in mind. This is why they are using PBR. It puts the shiny factor through the roof. As to other engines... We haven't seen seen an UE4 game release yet, but that should change by the end of this month when Day Light releases. Frostbite 3(which just camem out) is an EA ONLY ENGINE. Ubisoft has a few shiny engines, but once again those are UBISOFT ONRY engines. Codemaster does make a nice engine, but we haven't seen a new product from them since the end of 2013.

The other thing that sets cryengine out from the pack is how easily (in comparison) it is to mod, and how open source the SDK is.


I really don't see graphics being much different two years from now since we just rolled over into a new generation of engines this year.
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post #3592 of 9978
The other thing people have to realise is that four years is NOT a long drawn out development time. In fact a lot of games are in development for a long time before we even know of their existence, and we still consider those games graphically relevant when they come out.
post #3593 of 9978
Quote:
Originally Posted by skupples View Post

Got pictures of the finished acrylic window for my STH-10! Here is the link for the vector files Had a few PMs, people looking to have similar made. Please pick a different logo. smile.gif

Warning: Spoiler! (Click to show)


]

That is very nice. Going to look great on your case for sure.

Well, soon to have my second ship. Getting a Origin 315p Explorer with LTI to go with my Freelancer. Now have to figure out what a good third ship to get next month. Debating a Hornet or maybe a Avenger.
 
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post #3594 of 9978
Quote:
Originally Posted by Alastair View Post

You know guys. CR is working on Cry Engine 3. The game looks amazing now. But in 2 years when the final game is released where will we have gone with graphics? Now really how the game looks will probably only account to maybe 20% of my total enjoyment. But because this game is going to have a really long development phase, what is stopping the technology that is powering the game from ageing a lot before the game is even out? Or is Cry Engine 3 getting constantly updated like CodeMasters Ego engine?


EDIT: I also did some research about PBR and found this on Reddit:

"It's a way to make everything look more photorealistic/natural-looking by changing how light bounces off everything. Since lighting controls how you see everything in the game (because you couldn't see in the pitch-black dark), it affects how every single part of the game looks.
Basically: instead of current lighting techniques like using multiple diffuse textures/specular maps for each part of every object in the game to represent different conditions, they can just create 1 texture for each part then artificially define properties like a refractive index to help parameterize a physics model that controls how light and shadow work when rendering frames of an in-game scene that contains that object.

In productivity terms: people creating textures for in-game assets now have to spend less time creating multiple maps for each surface because they can just say "this panel is steel" or "this seat cushion is leather" with specific reflectivity/diffusion/texture/etc. rather than having to create multiple different copies of them that behave differently under different lighting conditions (such as in space, in atmosphere, indoors, etc.)
In visual terms: different types of surfaces (such as metal, leather, plastic, glass, etc.) should look more photorealistic and more "natural" because the way that light reflects off them and the way shadows are created will be more accurate."

Now will PBR require more processing power from GPU's?

1. Cryengine is almost always being updated or advanced in one way or another. If you use the free SDK, you'll notice that it gets fairly regular updates (about every month or two). Crytek (makers of CE) are also always working on new tech. CE 3.6, which is what Star Citizen uses introduced PBR. Chances are 3.7 or whatever will add some other big tech improvement. I can also basically assure you that CE will be updated to DX12 pretty much the day it becomes available.

2. Whoever wrote that info missed a bit. Technically speaking, yes, the art designers only need to create one texture - the diffuse texture. Then the engine (or whatever tool you want to use - Quixel's dDO tool is great), will generate a diffuse/specular/normal map from that texture WITH input from the artist. This is great because it removes human error from the equation. For example, when artists make textures manually, they'll often make small mistakes: speculars might be too bright, reflections might be too clear, etc. Essentially, you can have a texture (let's say a brick wall) 'reflect' (diffusely) more light than is physically possible. This will make a scene seem slightly "off", and not realistic. PBR, using PBR textures will ALWAYS be physically correct, provided that the material type is setup correctly.

In the end, you'll still have a a diffuse, specular, reflection, normal, bump, etc. map for everything. They're just more accurate than before. Hence, GPU usage with PBR should be pretty much identical to non-PBR.
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post #3595 of 9978
To be fair though, in the past 2-3 years graphics haven't really gone anywhere due to the consoles "holding us back" We'll see a massive upgrade in graphics quality in the next year or two then it'll pretty much stay the same untill the end of the current gen consoles lifespan.

It's a shame that graphics are usually held back by that, especially when most people believe that there is more money to be made on consoles... these same people that say there is no market for space Sims rolleyes.gif
post #3596 of 9978
Crytek's Mantle Announcement: http://t.co/Z4s9mQSXs3

No Demos shown yet but "Soon" smile.gif
 
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post #3597 of 9978
Thread Starter 
The Next Great Starship - 1.9



@skupples Damn that looks really good! So jealous drool.gif
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post #3598 of 9978
Arena Commander video is up first half is the same pax stuff skip to 22:50 ish for the new stuff looks pretty awesome a lot better than the pax presentation and an epic ending tongue.gif


post #3599 of 9978
Quote:
Originally Posted by 6steven9 View Post

Arena Commander video is up first half is the same pax stuff skip to 22:50 ish for the new stuff looks pretty awesome a lot better than the pax presentation and an epic ending tongue.gif



yeah 22:10 and past if you already saw pax and stuff.


Frankly this module wont be an alpha by the time we get it.. It will be a RC for the DFM... not an alpha or beta.. I wish they'd let us fly already. Most of us know its going to have crashes. I've only been waiting 19 months.
 
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post #3600 of 9978
i need to watch this video in a bit. did they give much indication of when we'll be getting the dfm? cheers.

nevermind. watched it. they didn't say anything lol..
Edited by ET900 - 4/20/14 at 9:23am
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