CryEngine 3 Demo Video Will Blow Your Mind

Cpu46

Gloria ex machina
Sep 21, 2009
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lewism247 said:
Damn that's amazing.

One thing worries me.

What if team ninja gets ahold of it?
Wait..... your worried about that?
and its not if they get ahold of it, its when.
Embrace inevitiblitiy my friend because inevitibility is verry, verry pretty.

Wait...... your post got my brain thinking......

Cryengine 3 + Team Ninja = pretty CGI ladies in a video game.

Xbox 360s project NATAL multiplied by (Team Ninja + Cryengine) = an epic fighting game that knows no bounds? Or the fulfilling of every, male, Dead or Alive players dream? Or posibly both?
 

lewism247

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Aug 1, 2009
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Cpu46 said:
lewism247 said:
Damn that's amazing.

One thing worries me.

What if team ninja gets ahold of it?
Wait..... your worried about that?
and its not if they get ahold of it, its when.
Embrace inevitiblitiy my friend because inevitibility is verry, verry pretty.

Wait...... your post got my brain thinking......

Cryengine 3 + Team Ninja = pretty CGI ladies in a video game.

Xbox 360s project NATAL multiplied by (Team Ninja + Cryengine) = an epic fighting game that knows no bounds? Or the fulfilling of every, male, Dead or Alive players dream? Or posibly both?
When you out it that way

:D
 

Uncompetative

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Jul 2, 2008
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scotth266 said:
CantFaketheFunk said:
There's one bit of a girl running through a forest that almost approaches photorealism - though not quite there.
Good. Once photorealism has been achieved, we'll finally have everyone focused on good coding and story elements instead of shiny new graphics engines, drastically improving the quality of our games.

(Not that they aren't already pretty good: it's just that I'd like to see a fundamental shift in game design to better accompany story and emotional impact: aka, the Bioware/Team ICO route.)
What about Gameplay? The behaviour of AI systems used to make the game world feel 'alive' and to put things/people in it that seem 'alive'. Decent, empowering controls that overcome the fundamental disability you have in not actually 'being there', which are easily habituated and articulate due to a choice of context-sensitive actions at a large number of situations - not just: press (A) to open door, but a choice as to how you open the door. What about a degree of non-linearity (not necessarily open-worlds, which tend to be in conflict with narrative), but just a simple bifurcated path to give you a modicum of freedom as you can choose 'the high road' or 'the low road', even though you are ultimately being led along a "corridor" which ensures that you encounter things in the proper order for the narrative (or from the perspective of gameplay balance - as a certain weapon is needed to defeat a certain enemy, which a "choose any route you like" open-ness would defeat).

By comparison Character and Story are irrelevant. People like the Half-Life series even though the main character doesn't speak. This vacuum aids immersion, as to have him speak would be to remind the player you are not him. Master Chief hardly says a word, he certainly doesn't make James Bond like quips after dispatching enemies, what little he says are confined to non-interactive narrative-advancing cut-scenes. A lot of unnecessary effort is being expended on Orchestral Music and Celebrity Voice Actors. Develops are apparently out of touch with playing the games they make (that's for the Q&A guys) and seem to all be frustrated film directors. I don't even think graphics are all that important. My rule of thumb is that they must be justified through their contribution to an otherwise impossible improvement in the gameplay. So, 60 frames per second, HD, decent draw distance, motion blur and depth of field really help a racing title as you can see the corners that much better; the simulated G-forces on the driver's point of view camera of Need for Speed: Shift definitely add something, but I don't know that GTA IV is in anyway a better game than GTA:



It would zoom out when you drove fast and because it showed the action from a top down viewpoint you could anticipate the traffic around corners much more easily and really drive live a lunatic - also, none of those annoying traffic-lights were there to give the game time to load the next part of the map; if it wasn't fun it wasn't in the game.
 

scotth266

Wait when did I get a sub
Jan 10, 2009
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Uncompetative said:
You're just SUPPOSED to have good gameplay in your games though. Otherwise nobody would play them.

So innovating and improving the way games play is just sort of a given for the industry.

Graphics have been the big other thing that game devs have been throwing their time at though, at the expense of good storytelling, characterization, and so on. Hence I'm happy that photorealism has nearly been achieved: once we get there, developers will focus more on other things.
 

teh_gunslinger

S.T.A.L.K.E.R. did it better.
Dec 6, 2007
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jamesworkshop said:
Tdc2182 said:
Abedeus said:
Internet Kraken said:
That is awesome.

To bad it would absolutely murder my computer.
Why? If your PC can run most of the multi-platform games (Prototype or Fallout 3 come to mind), you should have no problems with CryEngine 3.

Sure, it will look the best on a high-end monster PC, but we regular schmoes will also get to see some nice stuff.
But the thing was you could barely even run the last engine on a well indoubt computer. This looks like it would murder it. Although it showed an xbox 360 logo.
Running Crysis isn't actually that hard at 1080p everything on medium
9800gtx
2.6ghz dual core
2Gb ddr2 ram

^hardly a God machine
And I ran it on mostly max with

9800Gtx+
3,16 Ghz E8500 (Stock)
4Gb of crappy RAM

at about 45 fps.

Hardly a god machine as well.
 

Pillypill

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My Laptop has a rubbish G card, so i had to use SD, but it still looked fantastic. I must check this out again, when my Pc recovers from Stupid 'anti virus 2009' (a virus).
 

Kraj

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Jan 21, 2008
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CantFaketheFunk said:
CryEngine 3 Demo Video Will Blow Your Mind

Let me put it this way: When CryTek says that its CryEngine 3 is "next-gen ready," it isn't kidding.

[gametrailers=57637]

I'll admit that at least half of the above video is meant to showcase what CryEngine 3 can do to potential clients who are interested in licensing it for their games, because there's a lot of mumbo-jumbo about "Deferred Lighting" and "Integrated Voxel Objects," but let's not focus on that for the moment. Right now, we are here to look at the pretties. And it is very, very pretty.

We see examples of the engine running on the Xbox 360 and PS3 just fine - and yes, it looks stunning - but the real visual treats come when the engine shows scenes on what one can only assume is a top-of-the-line gaming PC. Yes, CryTek has been focusing intently on making CryEngine 3 scalable to run on lesser-end machines and consoles, but when you put this baby on a tiny gaming god and turn her loose? Sweet baby Moses. There's one bit of a girl running through a forest that almost approaches photorealism - though not quite there.

Some of the development tech might be interesting even to non-gamers, though - for example, the engine's ability to have edits made on the PC affect both the Xbox 360 and PS3 build of a game in real-time, which should make creating multiplatform games a bit simpler.

If you're really into the tech of it, there's a fairly in-depth analysis over at Eurogamer [http://www.eurogamer.net/articles/digitalfoundry-crytek-next-gen-vision-blog-entry]. Me? I'm just gonna stare at the visuals for a little while longer.

Permalink
I don't know what this rant is about, I watch the HD version of that and I think "meh." They still haven't captured the real feel that the Unreal3 engine has mastered. By the time something like Huxley or the U4 engine is released, their picture will be practically equivalent to RL, and thats just judging by how quickly tech is jumping, and the graphical jumps between each of their engines. You want to see some impressive rendering? Check out project offset. I often find games that don't make a huge deal about their graphics engines and concentrate more on their gameplay, for example, Unreal3, Bethesda, don't skimp in any area and don't need to hang a lantern on their tiny achievements. Both U3 and Bethesda are sick graphically, what I just watched was a well pre-rendered yet still mediocre achievement.
But hey graphics don't make a game, games do graphics justice, so the entire argument is kinda... meeeh.
 

Andantil

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May 10, 2009
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*wipes tears* It's beautiful.
Can't wait for a game that runs on it.
I feel the same way about this engine that I felt about the Unreal 3 engine 3 years ago.
 

Uncompetative

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scotth266 said:
Uncompetative said:
You're just SUPPOSED to have good gameplay in your games though. Otherwise nobody would play them.

So innovating and improving the way games play is just sort of a given for the industry.

Graphics have been the big other thing that game devs have been throwing their time at though, at the expense of good storytelling, characterization, and so on. Hence I'm happy that photorealism has nearly been achieved: once we get there, developers will focus more on other things.
Many developers don't see it this way, or rather their publishers fund the projects that are likely to sell, which are those that are likely to be popular (readily identifiable character, some form of story for reviews to chew over, ideally some movie licence, or something structurally akin to a popcorn action movie rather than a proper game), and in many cases take the development team away from actually working on the software to make early artist renders/representative "in game" screenshots or flashy non-interactive demos for trade fairs and privileged magazine previews - magazines who, later in a secret deal, give the game suspiciously high scores despite its hollowness.

Lot's of people play 'games' without gameplay, which are more about evoking a cinematic experience - do I need to name names?

There is no pressure in the market or culture (as supported by magazines and web-sites) to actually make games better, with superior AI, controls, freedom of choice as to the path you take through a level. Occasionally, you will hear a gripe that the in-game camera is rubbish, or that the handling of a racing car isn't realistic (as if they know how it should feel to drive one), but they make no constructive criticisms, hiding behind the pathetic excuse that it isn't their role to do that and they can only review how the game turned out - despite having the opportunity to direct its development by commenting on the previews they were privileged to have access to, or... failing that, say something that would fix the apparent problems in the inevitable sequel (whilst it is still on the drawing board).

Once graphics achieve video-realism (which crucially depends on what they attempt to represent... people's faces are more than just skin over muscle and bone, but AI directing responsive behavioural animations representing suppressed psychological states... until I deal with an NPC and forget it is "graphics", but are so immersed in the story as to be trying to determine from their subtle facial expressions if they are lying to me, I doubt that 'graphics' will be finished with - besides, it isn't really about graphics at that point, but AI). Furthermore, given photorealism (which isn't "just around the corner"), developers will innovate graphics by making them look arty - like Jet Set Radio Future or Okami. There will still be dull collect-'em-ups where you reach a static NPC and hit the (A) button to advance through some burbled dialogue, they will just look extraordinarily beautiful.

If you think that with graphics 'out of the way' story, emotion and character could be developed, you are wrong there too. Developers don't know how to write. Games and stories don't mix. Half-Life's hero doesn't talk so there is about nil characterisation there (Oh... wait, the box art shows that he has a goatee and glasses, like the nerds who play the game... instant empathy /sarcasm). A game (like football or tennis is a set of well defined rules and dynamic events and AI, i.e. the other players, which form a space of possibilities capable of generating behaviour entertaining enough to warrant paid spectators, not merely participants - yet, if the rules were changed enough these 'sports' would not be so much fun to watch... i.e. no offside rule, no double-fault), whilst a Story requires its participants to be 'shoved around' by the requirements of the drama and the needs of their character development. A game of football has no theme, yet it has drama. It has no pre-scripted narrative, it is a sequence of unexpected events, something which keeps it vital and stimulating. A story is dead, it only comes alive by revealing the inner life of its characters and the constraints that confound their desires, they are trapped at the mercy of the author, who contrives the circumstances of their existence to some poetic conclusion, any exercise of interactive freedom would be totally at odds with 'the script'.

So, in summary you are wrong on every point you made.