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it is a fn CRYSIS


vizwhiz
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check This out my son got This for his 14th birthday

 

3d real-Time interactive way cool absolutely awesome killer graphics

 

amazing

 

http://www.ea.com/crysis/index.jsp

 

dont know what kind of engine They are running

but real-Time waves, shadows and animationable Trees

 

etc

 

There is a downloadable demo somewhere

 

**

 

ok

 

found some links To arch viz

 

http://www.gametrailers.com/player/30969.html

 

http://www.gametrailers.com/player/30965.html

 

http://www.crymod.com/thread.php?threadid=19529&hilight=crysis+engine+license

 

3dsmax link

 

http://www.crymod.com/board.php?boardid=131

 

GLOBAL WARNING!!!! THERE IS ONLY A EXPORTER FOR MAX2008 NOT 2009 (NOT YET)

 

 

CryEngine2

 

Crytek Engine

Crymod

Strategy

Updates

Sffiliates

CryEngine2

 

Real time editing, bump mapping, dynamic lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE™ 2 offers.

The CryENGINE™ 2 comes complete with all of its internal tools and also includes the CryENGINE™ 2 Sandbox world editing system.

Licensees receive full source code and documentation for the engine and tools. Support is provided directly from the R & D Team that continuously develops the engine and can arrange teaching workshops for your team to increase the learning process.

 

Polybump™ 2

Polybump™ 2 can be used as either as a standalone utility, or fully integrated with other tools such as 3DS Max™. This tool creates a high quality surface description that allows quick extraction of surface features like normal maps (tangent-space or object-space), displacement maps, unoccluded area direction, accessibility and other properties. The extracted information can be used to render Low poly models with surface detail almost making them look like the high-poly models but it will render much faster. The data is stored in a intermediate file format so it can be exported in different ways without doing the computation again. Very high polygon counts (e.g. 10 million triangles) are processed quite quickly.

 

The engine supports all video and hardware currently on the market. New hardware support is constantly added as it becomes available.

 

Next Generation Real-Time Renderer

Our renderer provides seamless support for both indoor and outdoor environments on DirectX9 and 10, as well as support for next generation consoles such as the Xbox360 and PS3 (under development).

 

Real Time Lighting and Dynamic Soft Shadows:

CryENGINE™ 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.

 

Volumetric, Layer and View Distance Fogging:

Create clouds or fog banks which can hug the ground and realistically reduce both visibility and contrast, and properly interact with both dynamic lights and shadows, add depth and dimension to a landscape by reducing scene contrast and clarity for distant landmarks

 

Our renderer provides seamless support for both indoor and outdoor environments on DirectX9 and 10, as well as support for next generation consoles such as the Xbox360 and PS3 (under development).

 

Real Time Lighting and Dynamic Soft Shadows:

CryENGINE™ 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.

 

Volumetric, Layer and View Distance Fogging:

Create clouds or fog banks which can hug the ground and realistically reduce both visibility and contrast, and properly interact with both dynamic lights and shadows, add depth and dimension to a landscape by reducing scene contrast and clarity for distant landmarks

 

Terrain 2.5D Ambient Occlusion Maps:

On a per pixel level, approximates the amount of ambient (fill) light reaching an object (static or dynamic) depending on the amount of ambient occlusion created by the surrounding foliage and structures.

 

Normal Maps and Parallax Occlusion Maps:

Normal maps are used to project the contour details of a highly detailed object onto a low polygon model by using a high frequency compressed (3DC/BC5) texture in place of the polygon?s surface normal in lighting calculations. CryEngine2 also supports parallax occlusion mapping to give a greater sense of depth to a surface texture applied to a polygon, such as could be used to realistically emphasize the relief surface structure of a brick wall, for example.

 

Real Time Ambient Maps:

Pre-calculate the amount of ambient (fill) light which will be applied to indoor surfaces, to improve the quality of lighting when applying real-time per-pixel lighting and shadows. This means the current light position and color can be dynamically added to the fill light intensity applied to illuminate surfaces in interior spaces.

 

Subsurface Scattering:

Simulates the diffusion and diffraction of light transmitted through translucent objects, like ice and jade; it can also be used to create natural looking skin or vegetation.

 

Eye Adaptation & High Dynamic Range (HDR) Lighting:

Eye Adaptation is used to simulate the human eye?s adaptation to sudden or extreme changes in lighting conditions, like dark indoor environments suddenly transitioning to bright sunny outdoor environments, while HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered.

 

Motion Blur & Depth of Field:

Motion Blur is used to simulate the visual effect of using a slow shutter speed when tracking fast moving objects or making quick camera movements. Blur can be applied both to individual objects (object based motion blur), and/or to an entire scene (screen based motion blur), while Depth of Field can be used to focus the viewer?s eye on a nearby object while subtly blurring objects in front or behind the point of focus.

 

Light Beams & Shafts:

These are used to create visually stunning light beams and shadows when light intersects with solid or highly detailed geometry, and can generate ?godray? effects under water.

 

High Quality 3D Ocean Technology:

Dynamically modifies the ocean surface based on wind and wave direction, generating shoreline soft-clipping breakers automatically where the ocean meets the shore, depending on the shoreline contour and ocean depth, while our caustic simulation creates realistic looking moving shadows and highlights in underwater environments.

 

Advanced Shader Technology:

A script system used to combine textures and math in different ways to create unique effects such as cloaked, wet, muddy, and/or frozen surfaces which can be layered together and combined with more basic shaders such as metallic and glassy and other visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shinny surfaces. Included are many unique new shaders which take advantage of the efficiencies of the unified shader architecture of DirectX 10.

 

Terrain LOD Management Feature:

This feature allows optimal usage of CPU and memory to display closer objects and terrain at a fine level of detail while enabling long view distances of over 8 kilometers.

 

Sound and Music

The sound system in CryEngine2 introduces many new features and improvements with its data-driven concept. Each sound carries its own specification with it, so sound designers are in full control of the final quality of the sound, and sounds are used consistently throughout the game.

 

In Game Mixing:

Integrated editor functionality and advanced sound specification tools provide efficient mixing by connecting to a running game instance on various target platforms. This constantly guarantees a well mixed game in every development stage by allowing review of the results in either the game itself, or in other editor modes, such as sounds triggered by animations from within the character editor, for example.

 

Data-driven Sound System:

Complex sounds can be easily created and delivered with studio quality while supporting any available surround sound speaker configuration. Multi-platform compatibility is guaranteed by FMOD?s included sound library.

 

Interactive Dynamic Music System:

Improved playback of music tracks by specially defined logic that reacts to any desired game event in order to give the player a movie-like sound track experience.

 

Environmental Audio:

This feature allows a sound designer to achieve a dense sound impression by accurately reproducing sounds from nature, with seamless blending between different environments, for example the effect of moving from an interior to an exterior location.

 

Dynamic World Sounds:

Any physical contact can spawn a unique sound controlled by various parameters such as material type, object type, mass, and speed. This technique provides non-repetitive and responsive audio feedback to movement in an interactive game world.

 

Advanced AI System

CryENGINE™ 2 has a flexible and easily customizable AI system which handles both character and vehicle behaviors, it fully supports the complex requirements of the character locomotion system to animate bipedal characters in a believable fashion, and is fully integrated into the CryENGINE Sandbox2 editor.

 

LUA Script Driven AI System:

Allows complex AI behaviors to be created without requiring new C++ code, including extending state machine behaviors from LUA scripts

 

Dynamic Path Finding:

Advanced 2D and 3D algorithms allow the AI navigation paths to be modified in real time in response to events which create new or destroy existing paths, a critical feature for creating believable AI in a highly interactive and destructible environment.

 

Smart Objects:

Provides an easy way for level designers to connect specialized animations to particular objects in the level, so that the character animations and objects are properly aligned at the start and end of the animations, and the correct animation sequence plays.

 

Resource Compiler

Assets are compiled from their original formats to an optimized platform dependent one by the resource compiler at project build time. This allows making global changes (e.g. mipmap computation, mesh stripification) to the output data depending on presets and target platforms without affecting the final level loading times, or requiring developers to keep multiple versions of assets on hand for different platforms.

 

Modular C++ Design

Entirely written in modular C++, fully documented and commented, and divided into logical separate DLL?s, you can use what you need as-is, and modify or replace only the components in our engine that you particularly require to customize for your individual project requirements.

 

Multithreading Support

To get the most out of modern multicore processor architectures, CPU intensive subsystems of CryENGINE™ 2 such as physics, networking and sound, have been re-written to support multi-threading.

 

Performance Analysis

Powerful instrumentation features allows the developer to analyze engine performance in real time, create detailed memory usage reports, and run automated walk-throughs of each level to get consistent test results from build to build.

 

Offline Rendering

Creating streaming videos or still images from within the game is made easier by the inclusion of specific console commands which can output a scene at any arbitrary screen resolution and/or aspect ratio, including generating autostitched panoramic views for use on 360 degree projection video displays.

 

Streaming System

Assets can be loaded on demand at run time to allow for larger levels and increased complexity, while reducing the amount of available system RAM required.

 

Network Client and Server System

CryENGINE™ 2 has a totally new, multi-threaded networking system which manages all connections for multiplayer mode. It features a highly reliable low-latency, low bandwidth system based on client/server architecture using advanced range encoding based compression

algorithms.
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I've been hearing a lot about that game on the net. I'm not a gamer, but I've heard they are needing machines that kick that crap out of the high end machines that we use for arch vis to handle Crysis.

 

It's just a machine killer, supposedly the "recommended" machine specs, don't cut it. You can scale back the graphics but according to all reports the game looks bad and loses its appeal if you do scale them back.

 

so was the kids birthday present last year a killer computer or is that what he'll have to ask for next year?

 

ohhh castle wolfenstein we miss you... :D

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i left my son my quad-core 4 gb ram oc 3.2 gz last year when i went To coolerado To look for work, i am back in AZ but he still has it until i catch up on my (back) child support

 

my son has got it good (just spent 1k on paintball gear This last 10 daze)

 

Crysis is killer awesome kicks serious @$$, get The demo download

which has a demo 'sandbox 2' gaming mod ability (somewhat limited)

 

not sure what a 'real' license cost but i Think That There is full-blown

sandbox editor in The real game (which my son now has and i will go over

 

This next weekend and kick his @$$ off of my old computer)

except That he is already Taller and bigger (with more muscles)

 

Than me

 

(but i got The 10,000 paintballs) at my house

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The CryEngine2 is the newest real time rendering image from CryTek. They have been leaders in gaming engines since their first engine (CryEngine) with the game FarCry.

Crysis is indeed an amazing game. I've been playing it since MP Beta and bought the game the day it came out. Unsurpassed Real Time rendering!

As for vis work, the company Imagtp ( http://www.imagtp.com/ ) has been testing CryEngine 2 for some time. It really looks great for real time Vis work. The typical problem with game engines, though, is the price...which is a shame. The workflow from Max to the Sandbox 2 editor is easy and intuitive. Editing "levels" in the Sandbox 2 is also fairly easy. The SDK is free, so you can make maps all you want...you just can't make money off of it without licensing the engine.

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  • 1 month later...

Well, at this time, I'd say forget this engine for real time visualization work. While it's BEAUTIFUL and easy to work with, the licensing level is way too limited for the kind of stuff we do...especially for the price. It's clear that CryTek does not understand the real time visualization industry. They need to take a look and understand that we don't produce games. For us, a real time project would be a 1-time deliverable that is NOT mass produced/sold for profit. It's a tool used to let clients (or the public...say, at a kiosk or something) walk around a project and understand what it looks like.

If you want to know the price and capabilities of the visualization level license, you'll need to register with CryTek and sign an NDA.

I'm disappointed:/

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