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CryEngine 3 - Coming 2011 on PC, PS3, (PS4) & Xbox 360

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Kaplanyan, A.: Light Propagation Volumes in CryEngine 3

This is a SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.


2ng5qth.jpg



Slajdovi


Slajdovi PDF

Movie: Massive Lighting : http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Massive_Lighting.zip

Movie: Global Illumination : http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Global_Illumination.zip


DirectX 11 support is coming soon.

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Poslednja izmena:
Interesantno... Poredite scenu na 1:39 sa klipom iz prethodnog posta.

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Poslednja izmena:
Uf ovi iz Cryteka su stalno daleko ispred svih po pitanju inovacija.:smoke:
CryEngine 3 bolje izgleda.
 
hehe, vecita Sponza:D

Svetlo na sceni u CE3 je u potpunosti interaktivno i dinamicko, GI je u realtime, za razliku od UE3 prezentacije, gde je GI prerenderovan u teksturu uz pomoc BEAST-a.
 
^Hahah, jes, pocetnicka greska:p

Sazet opis i slike (koga mrzi da otvara ppt/pdf - sto je steta) ima i ovde .

I massive lighting filmic:

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Poslednja izmena:
Nije greska, to je takav model.

UtahTeapotModelErrors.jpg
 
Greska u smislu da nisu "ukljucili double-sided materials" , ne greska u modelu ili renderingu. To je samo sala, vise vezana za renderovanje u 3DS max-u nego za ovo...
 
Poslednja izmena:
Au, 300 DP calls/scene @ 120fps, a Crysis ide 4k+ :). Jeste da tu nema AI, logike, NPC-ova i kojecega jos, but still... :)

http://img258.imageshack.us/img258/5077/crysiscrazygh1.jpg

:p


Btw, nije pravi GI? - http://forum.beyond3d.com/showthread.php?p=1320251#post1320251

To je njihova "GI" implementacija. Pravi GI zahtjeva Ray tracing metodu. To jos dugo necemo vidjeti.

Greska u smislu da nisu "ukljucili double-sided materials" , ne greska u modelu ili renderingu. To je samo sala, vise vezana za renderovanje u 3DS max-u nego za ovo...

Naravno da nije greska u renderingu. Takav je model, primitiva. I oni su svjesni toga.
 
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Ovo je stvarno brutalno. Nisam se ovako oduševio još od kako se pojavio Cry Engine 2 :)
 
Crytek to attend GDC Europe in Cologne, Germany

CryENGINE®3 LiveCreate™ to be showcased

Frankfurt am Main (Germany), August 11th 2009 - International game developer Crytek will be demonstrating their highly acclaimed all-in-one game development solution, CryENGINE®3, at this year’s GDC Europe (August 17th – 19th) in Cologne, Germany at their booth #131.

The award-winning engine developer will show the powerful new “CryENGINE® LiveCreate™” system. CryENGINE® LiveCreate™ adds real-time multi-platform editing of game content to Crytek’s original What You See Is What You Play CryENGINE®3 Sandbox™ editor, allowing genuine, synchronized cross platform game development for the first time.

“CryENGINE® LiveCreate™ allows developers to work with a single editor, but see and play the results in real-time on PC, PS3 and Xbox360, hooked up to a single dev PC. The engine takes care of the conversion and optimization of assets in real-time; enables instant, cross-platform changes to any part of game creation and as a result materially increases the speed and significantly reduces the risk of multiplatform development. Multiple teams are no longer necessary for simultaneous cross platform development – all you need now is much larger desks!”
said Carl Jones, Director of Business Development for CryENGINE.

First publicly previewed at the last Game Developers’ Conference in San Francisco, where it was without doubt one of the standouts of the show, CryENGINE®3 has already been licensed to a number of major companies around the globe.

Crytek's Engine Licensing Team will be available during the show for meetings to discuss licensing details with prospective clients. In addition, Crytek will be hosting a series of public presentations of LiveCreate™, CryENGINE®3 Console and the CryENGINE® 3 Sandbox™ Editor at their booth #131.

http://www.crytek.com/news/
 
Naravno, a ovo je najava za demonstraciju :) Bice prikazano i "kreiranje nivoa za 45 min", sto moze da bude bas interesantno.
 
Dobro je to za community ili pravljenje sopstvenih misija, tj. nezvaničnih ekspanzija i modifikacija, naravno, sa postojećim setom modela, tekstura, animacija itd. Niko ne očekuje da naprave tool koji će moći da omogući kreiranje drugačije igre :)
 
^Pazi, Cryengine Sandbox 2 editor koji imamo trenutno je upravo takav, i zbog toga je fenomenalan...zato sto omogucava pravljenje skroz drugacije igre:) Nije ogranicen na odredjen set resursa, pa da korisnik samo premesta gotove stvari po svojoj mapi i sve sto moze da napravi je custom mapa za multi ili single. Editor moze mnooogo vise :)
Zato zajednica ocekuje nista manje od onoga sto imamo trenutno, ako bi nekim slucajem izbacili editor u fazonu Unreal editora ili onog iz FC2, to bi bio fail.
 
Odlichno izgleda GI - pogotovo je jako uradjen "color bleed" (ono shto pokazuju na kraju klipa sa stanom). Svaka chast Cryteku, samo neka nastave u takvom stilu.
 
^Pazi, Cryengine Sandbox 2 editor koji imamo trenutno je upravo takav, i zbog toga je fenomenalan...zato sto omogucava pravljenje skroz drugacije igre:) Nije ogranicen na odredjen set resursa, pa da korisnik samo premesta gotove stvari po svojoj mapi i sve sto moze da napravi je custom mapa za multi ili single. Editor moze mnooogo vise :)
Zato zajednica ocekuje nista manje od onoga sto imamo trenutno, ako bi nekim slucajem izbacili editor u fazonu Unreal editora ili onog iz FC2, to bi bio fail.

Nisam se osvrtao na to vec na onaj deo gde editor automatski konvertuje kod u xbox, ps3 ili PC engine. To je ono sto mi je malo ... sumljivo?
 
Hm, odgovorio sam na byMaxov post, ne na tvoj :)
U vezi tog konvertovanja, ko zna. Videcemo kako to zapravo radi, zasad samo - hype :p
 
Poslednja izmena:
^Pazi, Cryengine Sandbox 2 editor koji imamo trenutno je upravo takav, i zbog toga je fenomenalan...zato sto omogucava pravljenje skroz drugacije igre:) Nije ogranicen na odredjen set resursa, pa da korisnik samo premesta gotove stvari po svojoj mapi i sve sto moze da napravi je custom mapa za multi ili single. Editor moze mnooogo vise :)
Zato zajednica ocekuje nista manje od onoga sto imamo trenutno, ako bi nekim slucajem izbacili editor u fazonu Unreal editora ili onog iz FC2, to bi bio fail.
Upravo tako, zahvaljujuci tim custom sp misijama meni kriza stoji vec 2 god. na makini.:eyebrows:
 
Crytek’s new free radicals

Crytek UK MD Karl Hilton ties up loose ends from the studio’s past

After a disappointing critical and commercial response to the PS3 FPS Haze, Free Radical rapidly tumbled into administration. Closing its doors late in December last year, indie giants Crytek saved the studio from vanishing completely with its dramatic buyout at the eleventh hour.

The group was re-named Crytek UK and sees one of the four Free Radical co-founders, Karl Hilton, standing as managing director.

When you walk into Crytek UK each morning, does it still feel like you’re at Free Radical?
Well, yes and no. One of the reasons Crytek was really interested in Free Radical was, after coming to visit us, they thought that the culture of the studio and the atmosphere we had here was very similar to what they have in Frankfurt.

It has been critical that the studio retains its ownership and identity; that’s one of the reasons why I’m still here. Talking to the Yerli brothers, they made it clear they were keen to keep this studio a strong, independent, creative force within their group.

They’re very good like that. They’re not just looking for additional development resources, they’re looking for people who will contribute to the value of Crytek as a whole, and that means us being in charge of our own destinies and developing original stuff.

There were 43 people at the studio when Free Radical became Crytek UK. How large is your studio now?
We’re at mid-sixties.

And has that growth come from people coming back to Crytek UK after leaving Free Radical?
Yes quite a few people came back afterwards.

Why do you think they returned?
Well... (laughs)

…aside from being out of work.
(Laughs) Well, a lot of our team were really talented and a lot of them went off to find other work, but there has always been a strong community spirit in here. People made a lot of friendships here, and I think this was a good opportunity to come back and re-establish those ties.

We want to grow the studio gently over the next six months to a year, and we’ll probably end up somewhere just under one hundred workers. That’s really so we can tackle one major project in the studio, as well as establishing a prototyping and concept team for developing new IP and new projects.

People wanted to like Haze, and if you get people to want to like your game, you’ve made an important step.
Yeah, there was goodwill to Free Radical and hopefully there’s goodwill to Crytek UK. Haze had a lot of development issues which meant it wasn’t the game it should have been. A lot of them were technical issues; the PS3 is a powerful machine but a difficult one to get the best out of.

We hit a few stumbling blocks on it that meant we spent more time trying get the game running properly and less time to design the game properly.

Don’t get me wrong. For Crytek UK those issues are pretty irrelevant to us now. With what we have with the CryEngine, those problems are gone because the toolset is completely different.

I don’t think we’ve seen the best out of the PS3 at all, and I definitely think one of the best things about Crytek and the CryEngine is that we’re now in the best position to get the most out of the hardware.

We know the PS3 can do amazing things, and no one has pushed it as far as it can go, but I think the CryEngine gives us a great head start on it.

What’s the most significant change you’ve witnessed since Crytek acquired the studio?
It would have to be the technology that we’re working with. Having completely switched over to the CryEngine, our artist tools have moved from Maya to 3D Studio Max, so there’s been a big shift in how we do our production of work.

The CryEngine 3 and its tools are genuinely fantastic. Free Radical had some good tools to work with but we hadn’t focused so much on tools development the way that Crytek has, so we’ve got some lovely things to work with. You can see from what our artists are producing that they are very energized by the whole thing.

Obviously the CryEngine 3 has a subset sandbox editor, which is very useful, and we have our own coders who can produce and adapt more for our own requirements.

All three consoles are offering developers the chance to use motion control in their games. Does that interest Crytek?
Of course. I think all developers have to be aware of how users interact with their games. The Natal project sounds fascinating. It’s not something that Crytek is dealing with yet, but certainly something that we’ve all been interested in working with.

Just making games higher and higher resolution is never going to be the future, there needs to be other routes too.

The Wii has tapped into what is now a growing casual market. Those types of games are not something we’re going to be fixated on right now, because Crytek UK still has a desire to make AAA core action-adventure games, but we always are interested in new control inputs. I think people would appreciate the type of games Crytek is known for if there was more than button-pressing to them.
 
hehe, vecita Sponza:D

Svetlo na sceni u CE3 je u potpunosti interaktivno i dinamicko, GI je u realtime, za razliku od UE3 prezentacije, gde je GI prerenderovan u teksturu uz pomoc BEAST-a.

to sam bas hteo da pitam :) samo kako znas da je GI u realtime-u u CE3 ???

pise negde ili... ? posto se iz onog klipa to ne vidi.
 
to sam bas hteo da pitam :) samo kako znas da je GI u realtime-u u CE3 ???

pise negde ili... ? posto se iz onog klipa to ne vidi.

Pa, vidis sta se desava na sceni u onom stanu kad pomeri izvor svetla, kad zatim "uhvati" onu lezaljku i pod pa pomera napred-nazad...:) Bounce rezultuje svetlijom okolinom oko "reflektivnijih" predmeta, zatim color bleeding na objektima i zidovima pored njih, itd.
Da je prerenderovano, bleeding i osvetljaj od reflektovanog svetla se ne bi pomerao kako pomera izvor svetla/predmete i to bi izgledalo bzvz, i u sustini ne bi predstavljalo nista novo i bio bi - blam:p
 
Pa, vidis sta se desava na sceni u onom stanu kad pomeri izvor svetla, kad zatim "uhvati" onu lezaljku i pod pa pomera napred-nazad...:) Bounce rezultuje svetlijom okolinom oko "reflektivnijih" predmeta, zatim color bleeding na objektima i zidovima pored njih, itd.
Da je prerenderovano, bleeding i osvetljaj od reflektovanog svetla se ne bi pomerao kako pomera izvor svetla/predmete i to bi izgledalo bzvz, i u sustini ne bi predstavljalo nista novo i bio bi - blam:p

shame on me! nisam ni pogledao do kraja taj stan! video sam da se nista od objekata ne pomera i pomislio sam da je GI prekalkulisan!!! sorry :(

idem da pogledam do kraja snimak... sorry jos jednom
 
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