Well I don’t know how many of you have seen the newest Crysis vid, but I think it is amazing. Just the physics alone could sell the game, not to mention the graphics. Here is a link to the ign movies. Just go to the one dated April 13th.
Wow, especialy that last scene with all the debris flying in the blast wave amazed me. I’ve only seen that much phisics in use in Cell Factor, and that needs a physics card along with it.
I also think the motion blur could be a great addition. Like other people have said I think that’s one of the main differences between TV/movies and video games, games just don’t have the blur that can make fewer frames appear smoother and more coherent. That should especialy come in handy when I’m getting three frames per-second on the machine I’ve got now.
If the engine is as good as it looks I think we’ll be seeing a fair amount of games come out using CryEngine 2.
Yeah it is only for PC. And yeah I agree that this is going to be the next engine of choice, probably after the unreal 3 engine which had been getting a lot of love lately.
I also think the motion blur could be a great addition. Like other people have said I think that’s one of the main differences between TV/movies and video games, games just don’t have the blur that can make fewer frames appear smoother and more coherent. That should especialy come in handy when I’m getting three frames per-second on the machine I’ve got now.
Actually, even Perfect Dark Zero had motion blur…. Also, motion blur was the way that the developers of Shadow of the Colossus made it look so smooth, with such a terrible frame rate.
I wasn’t so impressed with Depth of Field, either, because MLB 2k7 has that…
Overall, though, I’d have to say it looks amazing. It really makes me want to upgrade my PC… Now I’ll have to get a job this summer… >_<
Actually, even Perfect Dark Zero had motion blur…. Also, motion blur was the way that the developers of Shadow of the Colossus made it look so smooth, with such a terrible frame rate.
I haven’t seen Perfect Dark Zero, but I have seen Shadow of the Colossus. I didn’t so much concider it to be motion blur as much as it gets blurry when you turn fast. It didn’t look like objects on their own creating a blur when they were moving, though that probably wouldn’t have been something I’d have noticed. It makes me want to go plug SotC in the machine again and check.
Actually, even Perfect Dark Zero had motion blur…. Also, motion blur was the way that the developers of Shadow of the Colossus made it look so smooth, with such a terrible frame rate.
I didn’t so much concider it to be motion blur as much as it gets blurry when you turn fast.
Well, I mean, if it blurs when you move, isn’t that pretty much the definition of motion blur?
Honestly, I didn’t notice it either, until someone pointed it out.
Well, I mean, if it blurs when you move, isn’t that pretty much the definition of motion blur?
Very true, but I consider it along the same lines as the difference between “HDR” and “true HDR” lighting, something I really only got wind of in the Lost Coast for HL2. Apparently the “fake” HDR would do something like turn up the contrast if there’s a lot of light on the screen whereas true HDR actually looks at the amount of light and adjusts bloom lighting/contrast/brightness as well as factoring your cornea adjusting to light levels and having the visual effect respond accordingly. I’m not sure the specifics but the “fake” one produces a close, but not quite genuine, result that doesn’t dynamically.
I think it’s the same thing for the motion blur. In SotC the camera gets fuzzy when you spin the view around and when you swing your sword and stuff. (I think I remember a trail behind the sword.) Either way, I think SotC only simulates motion blur by fuzzing up the screen on quick pans and leaving a trail behind the sword and stuff. They blur when they move, yes, but it’s not a dynamic thing.
If you were able to mod the game and, for examples sake, put in a really fast moving boulder, the boulder would not blur when moving through your view, it would just move really quickly through your view. You would have to create the blur yourself with polygons and what-not.
For the CryTech 2 engine I assume they’re going to have it that, whatever the object, if it’s moving really quickly it’ll cause a blur so that they don’t have to hard-code blur into every fast-moving object in the game there by making it a more dynamic engine.
I’ve no clue if that made sense. I got like two hours of sleep last night so I don’t know how well my descriptive skills are holding up. :/
If everything only fuzzes when you pan quickly (and not when stationary), then isn’t it dynamic? I don’t know much about the motion blur in SotC, I just know that they used it to make the framerate look better.
Lost Coast, and the whole Source engine after the update that added it, can utilize “true” HDR. Though some of the CS:S maps don’t use it. I’ve got no idea why that is, though. Also, I don’t know of any games that only mimic HDR. Maybe there’s more than I think there is because I don’t know the exact definition of fake HDR. Apparently the mainstream use of HDR only showed up recently in Lost Coast, according to the wiki entry I glanced over.
It’s just from a programming standpoint I don’t think that the blurring of the screen is dynamic. Although I do think that a more dynamic system would achieve pretty much if not the same results when panning the camera. I assume SotC works in the way that, when you start to pan the camera, the engine says, “blur the screen!” If CryTech2 blur is dynamic in the way I think it is then, in the same situation, the engine would say, “oh, everything is moving quickly, I’ll blur everything.” Same effect, but different reasons to achieve that effect.
Take this picture as an example. Say Agro were to run past in front of you and you panned the camera to follow him. He shouldn’t blur because he’s in the same place, but everything else should because everything else is moving according to your point of view. If the SotC graphics engine works like I think it does, then everything will blur when you turn the camera regardless of Agro’s position on it. Again, if the CryTech2 engine works like I’m assuming they mean it does, the engine would say, “Alright, the background is moving quickly and so are the horses legs, so I’ll just blur those accordingly.”
I consider the former a non-dynamic engine because individual objects have to tell the engine to create a faux-blur behind them like the sword (or just turn on/off blur when the screen pans) whereas the latter would be a dynamic engine because it reacts to the environment without having to be hard-coded into a part of it. Basically I guess I’m just using dynamic in the sense that the engine itself could react to more situations more easily instead of having to be told what to do.
However, the motion blur in MLB 2k7 is really good. So I’m still not impressed with Crysis’s motion blur. 😛 It’s a moot point, though, since everything else about Crysis is rather impressive.
Yeah, motion blur is a relativly minute detail. Gotta love rambling on about the little things. 😛 And jeez, I’m really out of the motion-blur loop. I haven’t seen Perfect Dark Zero or MLB 2k7.
Well, PDZ’s motion blur isn’t anything amazing. To be honest, I think it’s only on the guns, so it could be an SotC situation (although, it’s been forever since I’ve played PDZ…). Now that I think about it, MLB 2k7 uses depth of field, not motion blur. I get those two confused sometimes… but either way, the depth of field in MLB 2k7 is really good.
Again, though, it would take me about $400-600 to upgrade my computer to be able to run Crysis, but… I have to admit that the video makes me want to do it. 😛
And if we didn’t ramble on about every minute detail, what would we ramble on about? 😛
Heh, at least I’m not too far out of the loop, then. :D
As far as my computer goes, I’m thinking of just going all out and getting a new one some time within the year. Not necesarily for Crysis, but I know if I could run Crysis well I could probably play all the fancy new DX10 games well, not to mention all the games that end up licencing the CryTech 2 engine.