DirectX 10 in the news...
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- Gambit37
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DirectX 10 in the news...
here's the news:
http://www.fragland.net/news.php?id=12688
and a link to a high-res trailer:
http://www.fragland.net/downloads.php?id=15131
p.s. Don't miss the volumetric clouds rendering! I dread to think what spec machine is required.... my 4 year old tin won't handle it, that's for sure....
http://www.fragland.net/news.php?id=12688
and a link to a high-res trailer:
http://www.fragland.net/downloads.php?id=15131
p.s. Don't miss the volumetric clouds rendering! I dread to think what spec machine is required.... my 4 year old tin won't handle it, that's for sure....
".. DirectX10, which will of course garantuee some graphic effects we've never seen before. Among these effects, for example, volumetric clouding and dynamical light/day cycle"
And what is so special about dynamical light/day cycle? Surely one can adjust the lighting accordingly without _any_ DirectX.. It might be something that we haven't seen before (at least on a larger scale), but very doable..
I think volumetric clouds would be quite useless unless they are at a low altitude so that you could get inside them. If you just see the clouds far above you in the sky, it shouldn't make any difference..
And what is so special about dynamical light/day cycle? Surely one can adjust the lighting accordingly without _any_ DirectX.. It might be something that we haven't seen before (at least on a larger scale), but very doable..
I think volumetric clouds would be quite useless unless they are at a low altitude so that you could get inside them. If you just see the clouds far above you in the sky, it shouldn't make any difference..
Yes I did and it really is cool, but nothing that couldn't already be done. You can move the sun in the sky, adjust lighting accordingly, recalculate the environment maps, etc. It wouldn't even take up much resources, because the sun moves so slowly across the sky that you can distribute all the work over numerous frames.
But don't get me wrong.. I mean.. I really liked the demo and having played Far Cry quite a bit, I think that the CryEngine 2 will be quite amazing piece of work. It's just that DirectX10 thing and the day/night.. As if it couldn't be done without it. It's just going to look better with it.
But don't get me wrong.. I mean.. I really liked the demo and having played Far Cry quite a bit, I think that the CryEngine 2 will be quite amazing piece of work. It's just that DirectX10 thing and the day/night.. As if it couldn't be done without it. It's just going to look better with it.
- cowsmanaut
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I did a day, evening, night blend using simple gradients and the opacity levels in photoshop and saved out an animation.. that could be put on a light dome.. essentially the same thing.. no special shaders and most certainly real time as it was simple fading from one image to the next and it was very convincing.. and I did this for a game engine I was working with Alandale on back just after DMJ was released..
the volumetric clounds are also not a big deal.. particle clouds do the same thing and can be walked through.. in fact from the resampling I saw in the video that's probably what they are.. this is a trick I used in my demo reel in 2000.. not new technology. I'm inclined to agree they have only found ways to reinvent the wheel.. or simply that they are doing the same thing that was always possible but no one else was arsed to put it into a game.
I'm very inclined to think it's not simply DX10 that is responsible for these abilities.. more likley they are just using these examples to push the product..
What I'm more impressed with is the cry engine on whole.. they have added a lot of things that, while already possible, needed to be in a game engine.
it's just like with ID soft.. Normal mapping was around for a long time before they started using it.. just a matter of someone looking at a potential application.. these clouds and time of day are becoming important only because the player is looking for that next immersive element to the world. something more to take away the suspension of dissbeleif.
moo
the volumetric clounds are also not a big deal.. particle clouds do the same thing and can be walked through.. in fact from the resampling I saw in the video that's probably what they are.. this is a trick I used in my demo reel in 2000.. not new technology. I'm inclined to agree they have only found ways to reinvent the wheel.. or simply that they are doing the same thing that was always possible but no one else was arsed to put it into a game.
I'm very inclined to think it's not simply DX10 that is responsible for these abilities.. more likley they are just using these examples to push the product..
What I'm more impressed with is the cry engine on whole.. they have added a lot of things that, while already possible, needed to be in a game engine.
it's just like with ID soft.. Normal mapping was around for a long time before they started using it.. just a matter of someone looking at a potential application.. these clouds and time of day are becoming important only because the player is looking for that next immersive element to the world. something more to take away the suspension of dissbeleif.
moo
Last edited by cowsmanaut on Mon Jan 30, 2006 9:23 pm, edited 1 time in total.
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- Paul Stevens
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Well, perhaps not everyone. Clouds ain't everything.Everyone get ready to buy new video cards
I remember playing an old DOS game with almost
no clouds whatsoever (the whole thing was underground).
The only exception was when a monster died a little grey
cloud appeared (from database segment 15, as I recall).
I had a LOT of fun with that game and never ever
complained even once about the ugly clouds.
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Since we're on the subject of old games now, one of my all-time favorites to this day is Outcast. I won't say it holds up to today's standards, but the game still amazes me: pure software engine, voxels, polygons, post-render effects. It was and remains a technological masterpiece . . . with zero hardware support. (Of course, that's one of the reasons it didn't sell too well, the second being it was a mixed genre.)
Having viewed the trailer now — and been thoroughly impressed by the new CryEngine — I can tell you that article was severely misleading. mikko and cows have it right: this engine does not demonstrate DX10. It demonstrates a group of people with an eye for technical beauty. If the engine uses DX10, it's only to take advantage of upcoming hardware acceleration, not because of any feature DX10 may flout (other than PS4 maybe).
I do love them destructible environments, though, and I like how you can push the leaves around now. I really missed that quality in Far Cry, and one of my friends even commented on it. Can't wait to play this.
Anyone seen the clouds in Flight Sim 2004? They put the CryEngine to shame.
Having viewed the trailer now — and been thoroughly impressed by the new CryEngine — I can tell you that article was severely misleading. mikko and cows have it right: this engine does not demonstrate DX10. It demonstrates a group of people with an eye for technical beauty. If the engine uses DX10, it's only to take advantage of upcoming hardware acceleration, not because of any feature DX10 may flout (other than PS4 maybe).
I do love them destructible environments, though, and I like how you can push the leaves around now. I really missed that quality in Far Cry, and one of my friends even commented on it. Can't wait to play this.
Anyone seen the clouds in Flight Sim 2004? They put the CryEngine to shame.