moja greska. prvo sam napisao "optimizovanije igre" pa sam prepravio u to sto sam prepravio (htedoh reci optimizaciju), dakle typo. sada cu ispraviti. ali opet ne kapiram poentu tvog posta?
ovog:
http://www.benchmark.rs/forum/showpost.php?p=1771727&postcount=75
nije mi jasan smajli sa bicem i ovo oko navodnika?!
pa i jesam parodiraoPa zvucalo je kao da parodiras to sto sam ja rekao "optimizovanije igre" mislio sam da aludiras na to da je to nepravilno recheno![]()
pa i jesam parodiraooptimizacija je kada nesto izgleda isto a radi bolje a ne kada radi bolje usled degradacije kvaliteta, kao sto je slucaj u ovom engine-u, zar ne?
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ako nex999 koji je graphics freak kaze da je losije i da ce biti losije onda mu ja verujemAj da sacekamo neki bolji snimak a ne mega kompresovani "HD" video sa IGN-a?ili finalni proizvod?
a da ne mora da radi na Xbox-u onda bi izgledao kao Crysis na max detaljima? hoces da kazes da je PS3 sposoban da izgura te detalje u 30fps? sve i da jeste, opet moze verzija za Xbox360 da izgleda losije zbog limitiranosti HW-om.U svakom slucaju naravno da nece izgledati kao Crysis na Ultra High, jer mora raditi i na X360 (koji je, valjda je jasno, slabiji od PS3).
ne znam kako ce izgledati (mogu da pretpostavim da ce izgledati bolje) igre na Sony-ju za par godina jer ne pratim konzole jer me ne interesuju. ali znam da ce izgledati losije nego aktuelni AAA hit na PC-ju, isto kao sto je i danas tako i kao sto je uvek bilo. nekome to nije bitno, ali nekome i jeste. neko uziva u odlicnoj grafici, nekoga briga za grafiku...100 ljudi 100 cudi, pa kako kome sta odgovara...Kazes, sad cete se "strpiti" sa Crysis grafikom, ali 2011-e bi ste pozeleli nesto lepse jel tako, pa cool... Znas valjda da ce igre na PS3 2011-e, 2012-e izgledati bolje nego sad, recimo KZ3 ce izgledati sigurno bolje od KZ2, a zbog cega je to, zato sto cemo dograditi hardver?
slazem se sa tobom da nas PC-jevce deru proizvodjaci HW-a vise nego sto bi realno morali ali tako je kako je. kome se ne svidja neka kupi konzolu ali neka ne pametuje onima koji ostanu na kompu kako su oni glupi i kako bacaju pare. a kada smo kod bacanja para, vi HW placate i kroz igre. ja licno ne bih uzeo Sony 3 ni da mi ga neko pokloni jer su igre sumanuto sqpe. sa 2. strane, neko ne voli da se igra gamepadom. kako ja da igram pucacine na gamepadu? ne mozes tako da poredis. konzole imaju svoju publiku ali to nije svaki igrac vec samo poneki. s'tim u vidu, ne mozes nekome reci izmedju redova da je budala sto ga deru za novu kartu iz generacije u generaciju jer nije presao na konzolu...Ne razumem kako ne kapirate tu shemu, i da sa lupam, GTX 260 bi sigurno i 2011-e mogli da izvlacite max detalje, samo da je to u interesu hardverskim proizvodjacima, ali ocigledno nije, mora neko kupiti i GTX640...
ako nex999 koji je graphics freak kaze da je losije i da ce biti losije onda mu ja verujem![]()
U svakom slucaju naravno da nece izgledati kao Crysis na Ultra High, jer mora raditi i na X360 (koji je, valjda je jasno, slabiji od PS3).
Following on from our original teaser posted exclusively on IGN, we now have the full version of the CryENGINE3 GDC2009 demo available to show you. This features some fantastic graphics on both XBOX360 and Playstation 3. Below we have embedded the low quality version of the trailer.
Real-time Dynamic Global Illumination
CryENGINE®3 features a novel real-time dynamic global illumination solution, fully optimised for current and next generation platforms. For the first time – without pre-computation or geometric limits – you can experience light-bounces, colour bleeding and specular effects in a real-time game engine – unified for all static and dynamic objects.
Deferred Lighting
The CryENGINE®3 unique deferred lighting solution allows the rendering of a vast amount of light sources with per pixel shading efficiently; and simplifies engine performance tuning across multiple platforms.
Subsurface Scattering
Simulates the diffusion and diffraction of light transmitted through translucent objects, like ice and jade. The CryENGINE®3 unified solution can be used on in-game assets such as trees and plants or to create realistic human skin.
CryENGINE®3 Realistic Infinite Worlds
CryENGINE®2 introduced incredibly interactive photo-realistic worlds, with huge natural environments that responded to player input and game events as if in the real world. From naturally frozen nature to fully destructible vegetation and buildings, players saw the game world as near real for the first time. CryENGINE®3 continues with this benchmark level of interactive realism in worlds limited in size only by the development budget; thanks to intelligent streaming of game data.
High Quality 3D Water
Crytek has spearheaded the creation of realistic, real-time 3D water in games, with X-Isle, Far Cry Land Crysis over the past 10 years. CryENGINE®3 water and ocean surfaces can be modified due to wind and wave direction, generating soft shoreline effects automatically where the water meets the shore or bank, depending on the shoreline contour and water depth, while caustics simulation creates the most realistic looking moving shadows and highlights in underwater environments available in real-time 3D.
Prve tri slike u Borisovom postu su radovi ca Crymod foruma, tj. CE2.
Ostale su iz demo videa.
Imate sve u .pdf-u![]()
Yerli addressed doubts expressed by the hardcore PC crowd. "There are some concerns from PC gamers that 'you've sold your soul to the consoles.' That is completely nonsense, because the PC version of CE 3 is still scalable and has more features, thanks to consoles actually…Let's say you want to do a PC-only game with CE 3 over CE 2, CE 3 will enable you to do more. There are features like our real-time lighting system and real-time global animation system that are not in CE2. These are features that are significant in adding visual fidelity that were not available with CE2."
Crytek is expecting the lifespan of CE3 to extend far into the next console cycle. "I think as soon as the next consoles ship we'll have at some point a future iteration of the engine to take advantage of that, but what we are saying now is effectively if you want to make a next-gen game, you can start doing that with the engine…Every time a new generation of consoles come, people think it'll look like five to 10 times better than the previous generation, but once the games ship we realize there's actually not that much difference." With the way CE 3 is built, said Yerli, developers can prepare their content and interactions now for the next generation. "The only remaining part is as soon as that platform becomes available, the detailed nuts and bolts, we'll be ready like this [snaps]. When the future iteration comes it'll again be built upon the same architecture, and for people that started CE3 development they'll be able to recompile to the new engine and get a huge discount, etc. Instead of waiting one or two years to start on next-gen, they can start now."
The current schedule is to make the CE 3 fully available by the third quarter of this year. "We just started licensing it out. After GDC we will start selecting a few developers and then as the months pass and as the engine itself becomes fully available by September, October this year…once CE 3 is finished we'll be able to up our licensing program significantly. But I think initially we'll have up to 10 licenses and then increase significantly."
Yerli went on to describe how the engine is being built to perform across platforms. "The CE3 runs currently at more or less the same quality bar. I say more or less because the engine still optimizes itself to power of the platforms' intrinsics. So the PS3 will run slightly better here, it'll look and feel probably the same, but the engine is diverting computation needs to power subsystems available to the PS3, and the 360 differently, and PC differently."
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