Comparison Between Real-Life and the CRYSIS Engine

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sRc
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Post by sRc »

cypher543 wrote:Hmmm... that's the engine they used in FarCry, isn't it? That game looks freakin awesome. Played a demo of it... I actually thought it was a real island (well, not really... but you know what I mean)
FarCry used CryEngine1. they updated it for Crysis, Crysis uses CryEngine2

yah FarCry looks pretty... i didnt really like the game itself tho personally :P
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RustyNail
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Post by RustyNail »

FarCry is really cool...
Though, when you get closer it begins to lose some of the pwettines... (In-Game I mean...)
Still, better than you could have expected... :roll:
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Baal Cadar
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Post by Baal Cadar »

I enjoyed Far Cry more than HL2 actually and far more than Doom3. HL2 definitly has more variety but I didn't like the feeling of playing according to an already written script, never to be changed. You see this awesome big city, but never got the city feeling of freedom. Because you only can walk a very narrow path through it. HL2 felt constraining to me. All the time. FarCry was nicely open. You can reach all the parts you could see more or less. The enemies weren't so predictable like in HL2 either. And the setting was nice. I really enjoyed FarCry, eventhough I am not the action game fan actually.

As to comparing the engines: Well, I don't know CryEngine in detail really. But I seriously doubt a single developer owned Irrlicht can beat an engine created by a bunch of paid able full time developers.

And the "give it enough time"-argument isn't convincing either. It is unlikely that Crytec is twiddling their thumbs waiting for Irrlicht to catch up. They will of course further improve their engine.

CryEngine is more or less tailored toward the FarCry game. A heightmap based outdoor engine, which can also handle in-door scenes of lower complexity (via portals I guess(!)) making good use of instancing, in order to handle the huge amount of coppice. CryEngine is also designed tool driven.

Irrlicht on the other hand is general-purpose. It can handle any scene time equally well, which is not as well as CryEngine can handle its scene type.
No offense :)
RustyNail
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Post by RustyNail »

Author Message
Baal Cadar : I agree with you completely :wink:
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asteron
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Post by asteron »

if you have exceptional modelling skills and a lot of spare time you can do that in irrlicht too...

i mean that is low level shader programming...

you can engineer some shader materials even with shader model 2.0
and if you get them right , they would look the same in irrlicht. ;)

- the grass is too blurred -
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gfxstyler
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Post by gfxstyler »

"you can engineer some shader materials even with shader model 2.0 "

lol, i dont think farcry uses arb and fragment programs for their shaders - and you speak of sm 2.0 as if it would be amateurish :P
omaremad
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Post by omaremad »

*smacks gfxtsyler for not doing his shader homework*

ehhhmm...

Ok far cry does not use Fragment and verex shaders because it use directx where they are called vertex and pixel shaders...

it does use shaders since it contains many prpixel operations which im sure are not done on the cpu

ARB is an organisation that aims at improving the opengl made way back in (1992?) their new extensions are marked with arb name

http://en.wikipedia.org/wiki/OpenGL_Arc ... view_Board

in opengl its vertex and fragment shaders

lastly
i mean that is low level shader programming...
is incorrect since better results are achieved with high level shaders as:
-you can only go so far with asm
-high level shaders are compiled diffrently on diffrent gpus thus optimum performance is achieved for cet gpu card
(thats why some games need time to precompile shaders everytime u change graphics options eg battlefield2 rather than having them precompiled for you)

decent high level shader compilers can precalculate some operations or even remove redundant code

asm shaders however are only as good as the programmer

asm shader on te other hand are not compiled in the same sense but have the "keywords" converted to predetermined binary combinations"

shader models allow various degrees of complexity in many sections such as
-math operations available sin, tan etc... even lograithm on SM 3
-complexity loops and structures num of variables
- maximum number of ALU operations required
gfxstyler
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Post by gfxstyler »

*cough* omar, you should know the difference between vertex/fragment programs and vertex/fragment shaders :P
AndyCR
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Post by AndyCR »

Yeah, what IS with that grass? It kind of ruins the shot... :?

Other than that it looks amnazing... I saw a low-res video of it, and it was great graphically... But I don't know about the game, Crysis... It looked, err, boring. But hey, maybe that was the guy who was playing it, heres an almost direct quote (as direct as I can remember):

"I could leave these guys sleeping, but if they wake up they will shoot me, so I think I will just blow them up a little bit..." (How the heck do you 'Blow someone up a 'little bit''?)

"As you can see you can bring all the trees down with this machine gun... Like clearing a forrest!" (Why the heck are fires not affecting the plantlife AT ALL, and O swear he would have found some way to crash a tree into himself by shooting it given enough time... Sigh.)
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