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Old 08-10-09, 04:07 PM   #1
Jonelo
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Default Awesome Global Illumination in Cryengine 3

http://www.crytek.com/technology/presentations/

http://www.crytek.com/fileadmin/user...lumination.zip

Is really impressive .

And another technique, like deferred lighting ?

http://www.crytek.com/fileadmin/user...e_Lighting.zip

PDF

http://www.crytek.com/fileadmin/user...on_Volumes.pdf

More information - in german

http://www.pcgameshardware.de/aid,69...on-Spiel/News/
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Old 08-10-09, 04:16 PM   #2
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Default Re: Awesome Global Illumination in Cryengine 3

Who ****i* cares? Knowing from practice whole effect gonna be killed by low overall game quality caused by making it for consoles.
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Old 08-10-09, 04:21 PM   #3
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Default Re: Awesome Global Illumination in Cryengine 3

They have some numbers about the FPS in the demos of the videos

720p no AA Consoles 30 fps , GTX 280... 120 fps to 140 fps
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Old 08-10-09, 04:32 PM   #4
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Default Re: Awesome Global Illumination in Cryengine 3

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Originally Posted by Noriega View Post
Who ****i* cares? Knowing from practice whole effect gonna be killed by low overall game quality caused by making it for consoles.
Companies can add this stuff to their PC versions, they just often decide not to. I would assume Crytek will though.
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Old 08-10-09, 04:38 PM   #5
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Default Re: Awesome Global Illumination in Cryengine 3

Interesting perfomance to say the least

PS: I was disappointed with the second lighting tech demo though. There weren't any dynamic shadows (damn, there weren't any shadows at all ). Yeah they wanted to demonstrate the new lighting method but i'd expect to see full dynamic shadows in this one (as the lights basically affect the shadows)
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Old 08-10-09, 04:59 PM   #6
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Default Re: Awesome Global Illumination in Cryengine 3

It's funny, because is the dream of many developers, the GI in real time , the most avanced technique... and runs on DX9 and consoles
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Old 08-10-09, 09:09 PM   #7
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Default Re: Awesome Global Illumination in Cryengine 3

This looks AMAZING.
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Old 08-10-09, 09:09 PM   #8
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Default Re: Awesome Global Illumination in Cryengine 3

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Originally Posted by JohnDio View Post
Interesting perfomance to say the least

PS: I was disappointed with the second lighting tech demo though. There weren't any dynamic shadows (damn, there weren't any shadows at all ). Yeah they wanted to demonstrate the new lighting method but i'd expect to see full dynamic shadows in this one (as the lights basically affect the shadows)
They have fully dynamic shadows in place. Read the slides. "Unified global shadow maps". No one should worry that CryEngine 3 is somehow a step back compared to 2. It isn't. Now, whether or not consolization will affect the games they make is another question, but the engine? No. If anything the constraints of console hardware are going to make future Crytek games a much more pleasant experience on low end hardware.
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Old 08-10-09, 09:55 PM   #9
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Default Re: Awesome Global Illumination in Cryengine 3

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Originally Posted by Jonelo View Post
They have some numbers about the FPS in the demos of the videos

720p no AA Consoles 30 fps , GTX 280... 120 fps to 140 fps
Crysis and 120 FPS in the same sentence. Good one!
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Old 08-10-09, 10:00 PM   #10
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Default Re: Awesome Global Illumination in Cryengine 3

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Originally Posted by mailman2 View Post
Crysis and 120 FPS in the same sentence. Good one!
Crysis at 720p with no AA on a GTX 280? Very possible, I imagine, at least on medium settings.
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Old 08-10-09, 10:32 PM   #11
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Default Re: Awesome Global Illumination in Cryengine 3

Jonelo, I think more than half of your posts contain the word "deferred".
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Old 08-10-09, 11:30 PM   #12
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Default Re: Awesome Global Illumination in Cryengine 3

No , the second tecnique is not Deferred lighting , is a diferent thing . But they have a new "deferred lighting " tecnique for the Cryengine 3 , not is the classic deferred shading
Quote:
Mittring, M.: A bit more deferred – CryEngine3

- Slides - Download PPT [12.0 MB]

In CryEngine 3 the renderer is now even more powerful because we added deferred lighting as new engine features. We deliberately decided not to go for a classic deferred shading approach. This has implications on content generation, performance characteristics and implementation. In this presentation we are sharing our experience.
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