Crysis video

Neat! I was wondering when game developers would acknowledge the existence of wind. Yeah, the particles in this game are real pretty, and I liked the volumetric light and the fire.

Spore is still the only game I'm REALLY waiting for though.
 
The screenshots I've seen look impossibly realistic...not only in detail, but all the effects...wind moving things and light poking through the leaf canopies of trees.

I mean...woah.

Sincerely,
The Vault Dweller
 
there is a crysis comparison on real life vs ingame by photo & printscreen and i must say, you have to look hard to find telltale signs or errors.

but i am extremely skeptic on the hardware requirements :)

what use is a totally nutty game if you need a dual processor & quad SLI to prevent it from having 1fps or looking like utter shit? :p

there is also a problem with realistic graphics. there was some theory about them (cant recall the name) and although i believe it's about gameplay in general, it can be applied to graphics. it said that the transition has it's problems when passing certain stages. 'normal' -> 'gorgeous' -> 'lifelike'. first you have normal which is accepted. then gorgeous which is nearly lifely BUT for some reason, the majority of humans will NOT like it. it is NEARLY real, but it feels wrong. it will not be accepted or will feel bad when playing. then, after that you reach lifelike (or close enough to it) which will be totally accepted again.

i dont know if that theory is valid, but Crysis could very well land in the middle category, causing people to hate it for no tangible reason..
 
zomg, all those niggers look the same to me anyway!






j/k, but there is a better pic floating around calc. the one with the wooden shack. a real life picture vs crysis rendering. while you can tell the difference, you'll have a hard time finding errors.
 
Kind of cool, I wish I had a computer to play it.

The only things I don't like are gameplay-specific, though. First, the whole "omg superstrength" thing completely unbalances the game. It did in Far cry Instincts for the xbox, and I rarely used it, somewhat ruining a very cool game. It's too bad developers and fans like the feature for some reason. I despise it.

Second, the radar. Too easy. You're in the middle of a jungle and the whole point of the jungle setting is not discovering your enemy until you're upon him, or vice versa. It kind of ruined Far cry too, making it too easy.
 
Games like this only put more pressure on developers to make better looking (meaning expensive games) which in the end means that they only make games which are sure to sell meaning that they have to appeal to the lowest common denominator in order to sell as many as possible.
And it also means you have to spend bajillions on a new rig to play the damned thing.
 
But let's just say I don't spend money to play games, so once I have the rig..

I wish I had the money to build one though, so I could play all these awesome-looking new games.
 
Narrator said:
I shoot them wit this bulleet and dey don't feel it 'cause it's a very small bulleet
...Riiiiiiight... so a hypodermic needle with a remote activation shot from a high powered rifle can't be felt hitting them because... nevermind.

Narrator said:
These guys are sleeping now, but eef I don't keel them, they are going to wake up, so I'm just going to blow them up a leettle bit.
I'm not sure if it's just the beer, but the whole "blow them up a little bit" line made me rock back in my chair and nearly fall off laughing.


I wasn't terribly impressed by the way vegitation and structures were destroyed. However the alien tank on the aircraft carrier was fairly spectacular, except the whole becoming unfrozen by an alien freeze-ray that shatters tanks and kills people instantly by just shaking a bit part.
 
If it weren't for the repeated grass texture in the bottom right pic, I would have a tough time telling which one was real life.

I'm wondering what games will look like in 10 years.
 
What developers seem to have missed though, or not been able to do, is the different degrees, contrasts of shade. Darkness level if you will.
 
SimpleMinded said:
The pictures do look real impressive side by side though the grass is still poor as is the chain link fence. But it's a start :).
something tells me you wont have time to notice that while playing an FPS in that environment :roll:
calculon000 said:
I'm wondering what games will look like in 10 years.
10 years? i'm presuming almost picture perfect / moviegrade

20 years? brainplugs! yar
The Overseer said:
What developers seem to have missed though, or not been able to do, is the different degrees, contrasts of shade. Darkness level if you will.
it's not finished.

and realistic shadows / shade / contrast EATS processing power for breakfast. i doubt they got a lot to spare.
 
calculon000 said:
I'm wondering what games will look like in 10 years.
10 years from now President Jack Thompson will have signed legislation that outlaws games.

The Overseer said:
What developers seem to have missed though, or not been able to do, is the different degrees, contrasts of shade. Darkness level if you will.
Soft shadows, penumbra and global lighting are impossible to achieve in empirical lighting models typically used in computer games because these models have properties such as infinitesimally small light sources ("point lights"), approximation of reflected light with ambient light etc. These effects can, however, be approximated by extending shadow algorithms, but at the cost of performance and without achieving perfect realism. Here's an example of such an approximation:

resvasefogss.PNG


Crysis probably uses something like that.

More sophisticated lighting models, such as the highly complex, but physically correct Cook-Torrance radiosity model, take into account higher-order reflections and support polygonal finite-size light sources, so they intrinsically support all manner of shadows without the need for separate and inelegant shadow algorithms. However, these lighting models are *very* demanding hardware-wise and therefore impossible to use in real-time 3D graphics (i.e. games).

Here's what a scene rendered with the radiosity model looks like:

cboxsoft.jpg


(notice that the ceiling lamp is a polygonal light source and not just a brightly-colored texture)
 
SuAside said:
something tells me you wont have time to notice that while playing an FPS in that environment :roll:

Well yes, but we're looking at screenshots, not playing aren't we? Might as well look at what can still be improved while we praise the images. :?
 
[i said:
Rattus Rattus[/i]]However, these lighting models are *very* demanding hardware-wise and therefore impossible to use in real-time 3D graphics (i.e. games).

When you say "impossible", you really mean "wait 7 years", right?
 
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