CryEngine 3 trailer shows off shiny Crysis 3 tech
At this early hour of the morning, treat your brain to what it really wants--to stare blankly at pretty things which require no processing or thought. Huzzah, then, for a new trailer from Crytek showing off CryEngine 3, its cross-platform engine powering Crysis 3 and other games.
At this early hour of the morning, treat your brain to what it really wants--to stare blankly at pretty things which require no processing or thought. Huzzah, then, for a new trailer from Crytek showing off CryEngine 3, its cross-platform engine powering Crysis 3 and other games.
The trailer highlights real-time volumetric cloud shadows, pixel-accurate displacement mapping, tessellated vegetation, composite 3D lens flare, procedural HDR flares and shapes, real-time global illumination, dynamic water volume caustics, real-time volumetric fog shadows, real-time area lights, cloth simulation, and other tech features you don't fully understand but nod approvingly and say "Yes, that's good" when you see mention of them.
Crytek also recently released a video showing off its Cinebox cinematic tech.
Crysis 3 is slated to launch for PC, Xbox 360 and PlayStation 3 in February 2013.
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Alice O'Connor posted a new article, CryEngine 3 trailer shows off shiny Crysis 3 tech.
At this early hour of the morning, treat your brain to what it really wants--to stare blankly at pretty things which require no processing or thought. Huzzah, then, for a new trailer from Crytek showing off CryEngine 3, its cross-platform engine powering Crysis 3 and other games.-
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Lol get the hell out of here. Crysis was a critical success not just for its graphics but for its refreshing pseudo-open world gameplay. Crysis 2 was absolutely reigned in a little bit, but it still offered plenty of freedom with how you chose to take on objectives. I thought it was an excellent mix of freedom and scripted events/linear progression.
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Dude, who cares about the game!?!?? We just want lots of shiny objects because were fucking retarded and stupid, we just want new machines and consoles that cost a billion dollars and for dev teams to balloon up to 500 so every railing in the game has subsurface refraction, everyone gets laid off at the end and the game tanks, thats really the dream scenario here!
/bitter
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High detailed dead world. Need a lot more dynamic geometric vertex deformation/animation and physically-based material and physics behaviours for the true "next-gen". Scalable dynamic lighting is cool though.
Enough lens flare and sprite effects. If I cared enough to stop and look at a leaf in zoomed detail I would be playing a garden simulator. -
The only thing I don't like about this video is the fact that during the middle of the video, at around 1:13 I believe, they then feature approximate stigmatic malfunctions which arise from the in-depth analysis of protocol sipstronotintus, that leads me to believe that I made you read my post which doesnt make any sense lol how do you feel?
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