Imagine this used for a game like Skyrim, where you can stop and smell the flowers, or light a toad on fire and steal its soul.
Incidentally, Crysis 3 is looking fantastic too. I loved Crysis 2 (which is seemingly out-of-fashion at the moment) so more and prettier sounds just peachy to me.
Eww.
Anyway, the /real/ Crytek news is that they're planning Timesplitters news in the near future.
Timesplitters monkeys in CryEngine 3. Realistic fur effects & everything.
I think tessellation is the one that gives 3D models the appearance of having much higher polycounts than they actually do; for example, to smooth a blocky shape into a more natural-looking curved shape.
What's your source?
On topic, those graphics are pretty amazing, here's hoping that the tech advances make the current crop cheaper and then we can have modern games made by smaller teams and have them be a bit ballsier. Still looking to love up Crysis 3 big time. 2 was great, fuck the haters.
This is a great tech demo, and I love the environments, but it will take a lot to sell me on the game itself after the last one was so generic.
@amtalx:
It was less that the graphics had been consolized and more that the *gameplay* had been. The game was more linear and offered less options for dealing with situations than the original did. The general line of reasoning was that consoles couldn't maintain that level of detail over huge, open-to-explore environments - hence the more linear gameplay. I loved Crysis 1 for the most part, but 2 felt like just another boring shooter.
Whoa there cowboy, you mean people have differing opinions on a controversial game and you don't agree with some of them?
You don't say.
As far as I know it doesn't just give those objects the appearance to be smoother. The models themselves have a relatively normal/low poly count, but the gpu adds polys according to the information on some map (don't exactly know what it's called). So instead of creating an illusion that a surface has real depth and structure (bump mapping) that can be broken by looking at the surface at unfortunate angles the surface really does has depth.
If I remember correctly tesselation is nothing new but I guess GPU power/better API by DX11 made it feasible.
But mostly I'd rather just see a game with a really nice stylized aesthetic.
That's not an intelligent opinion that I disagree on. People are entitled to educated opinions, and that is some I consider sacred. What people are not entitled to is throwing horseshit at my eyes.
@Epik - Thanks for the link brother, unfortunately this line of 'might, maybe, interest, derp' was something I was reading back in 2004. Anyone else remember Gears of Monkeys?
Anyway, the engine looks amazing. How come we don't see more games using it? EA seem to be pushing it real hard (although not as much as Frostbite) but who else really uses it?
So I guess what I'm saying is a moderately respectful "cool engine, bro".
Basically, it's still very stylized. It may not be your style, but it isn't realistic.... although the style is more realistic than say Wind Waker.
What the game will look like on your shitty-in-comparison rig, or - god forbid - consoles? Ha! Haha! Hahaha! Hahahahahahaha yeah no the chances of YOU being able to run this? Good luck... you. Yes, you.
I guess I'm just use to the shit I get for liking an awesome game like bulletstorm. Let the haters hate and have fun with what you have fun with.
And this is coming from a hater.
@tommy
Mmm, croissants...
Crisis was decent.
Crisis 2 was poop.
Crisis 3 = ?
As long as I can run the Top Secret Tessellated Toad Tech on Ultra High, I'll be satisfied.
It's basically emulating the high poly version of the model into the game engine through the means of graphical witchcraft. The beautiful thing about it is that it can be used in the same method LOD (Level of Detail) is used. The further you are away from the object, the less level of tessellation is needed on it, the closer you get.. the tessellation of the object increases, delivering a more convincing high geometry look.
Here is an example of how tessellation works:
As you can see the character on the left is more rounded and higher detailed in its geometry. It gives a more convincing life like appearance rather than a blocky visual (as seen on the left)
We'll have to agree to disagree. I thought that Crysis was pretty toy, but as a game it was miserable. It lacked direction and the encounter design was poorly paced and seemingly schizophrenic. The suit mechanics were awful. The new suit controls made it easier to combine abilities, which made me feel far more powerful than I did in Crysis or Warhead. To me, feeling powerful is kind of the point of having a badass suit. The unary selection of powers in Crysis ruined that.
But frankly the original Crysis looked more realistic, it had actual SCALE as well as definition... like the REAL world.
Crysis 2 and seemingly the next one is so focused on putting as much definition and shaders as possible into smaller areas, it doesn't look like the real world at all.
I hope they put all this technology into a game that lives up to Crysis 1 as opposed to the infuriating Crysis 2 which wasn't just dumbed down. It was a dumb game period.
Can't even freaking run in that game without suit energy, what kind of FPS doesn't allow you to run...
Looks great. Still seems like a transitional technology (much like Frostbite 2) but it is damn pretty.
People should stop acting like graphics don't matter because they do.

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