Koki on 21/10/2009 at 13:56
I don't get it.
Volitions Advocate on 21/10/2009 at 14:43
apparently its called the Extreme Quality Mod, and it's for crysis. I have to say I'm impressed.
denisv on 21/10/2009 at 15:03
Seems like Extreme Headbob Mod.
Koki on 21/10/2009 at 15:22
The running looks like limping.
Wormrat on 21/10/2009 at 15:56
He's going to make
damn sure you notice the motion blur. Although the lighting looks pretty good in the video, (
http://www.crymod.com/thread.php?threadid=34251) the screenshots on this page (scroll 3/4 down) look worse than default Crysis to me. Too much bloom on the highlights, and the depth of field makes everything way too blurry.
On the subject of "neat things to do with CryEngine 2," check out these single-frame renders:
(
http://www.incrysis.com/index.php?option=com_content&task=view&id=768)
Of course no one could play the game in real time with these settings, but oh well.
SubJeff on 22/10/2009 at 02:16
Some of those environment shots are unreal. The people, buildings and vehicles are so low quality in comparison.
The banana trees are my new desktop.
Dario on 23/10/2009 at 04:31
Quote Posted by Briareos H
Oh, and Crysis was great (tactical, methodical infiltration on the hardest difficulty setting). Those who disliked it were just playing it wrong (run and gun on the default difficulty setting).
+1.
The tech demo looks great. I'm always for the advancement of more realistic rendering techniques, but hesitate to be enthusiastic about the inevitable increases in art/world detail that follow... (because, then, games take way longer to make, they deter many potential mappers/modders (too time-consuming to make modern assets), and the developers become more fearful of taking risks).
In my eyes, Crysis is a blazing success, but the problem is that I just sigh knowing that all that dev-power could have probably produced
3 not-as-good-looking games, with enough excess CPU/GPU to have attempted some
rich settings. Example: instead of developing such a detailed vegetation system, they could have developed a detailed
wildlife system, and had a living, breathing world, where many different species of animals lived out lives in the game... (there's more to life than being
visually rich... and, unfortunately, pulling off great graphics requires TONS of dev-power)
I would have been happier if they were applying all their new rendering techniques to Half-Life 2 level content (not even Ep 1 or Ep 2, which take detail-levels further), so that there could be enough free CPU/GPU still to transfer all that man-power into doing stuff with gameplay/presentation/etc.
gunsmoke on 23/10/2009 at 12:31
One feature that I have been patiently waiting for for years in games: real-time, PERMANENT changes to the environment as a result of you simply being there. Real tire tracks/ruts (depending on if the dirt road is muddy)that match the tread, footprints, broken limbs/plants.
I mean, imagine walking through dense jungle/forest. You would stomp down plants, break stuff, and generally it would be pretty obvious someone went through the area. This could lead to an interesting gameplay element:tracking an enemy could be tense, immersive, and fun. Using detective skills, deducing your prey's intentions and next move. I dunno. I have a huge game in my head where this could be amazing. Picture a game with that new Crysis 2 engine in an open-world game the size of Just Cause where you were a hitman/assassin. Things like cigarette butts left behind if he is a smoker, following his secific tire tracks. Watching his daily routine, and maybe stting a trap on a deserted stretch of road where he would get his truck stuck in your trap and promptly ambushed.
This is just a taste of what I have going in my head, and possibly the tech is years away from existing, but I see this stuff being feasible and possible in the relatively near future.
Dario on 3/11/2009 at 08:52
Quote Posted by gunsmoke
One feature that I have been patiently waiting for for years in games: real-time, PERMANENT changes to the environment as a result of you simply being there.
Hmm, Half-Life 2 got me wondering if it would be a good idea for some group/company, one day, to start a massive, free content-pool for a game engine that allowed tons of developers to make (and share) basic, standard world content (benches, trees, standard textures, etc... not stuff like main characters), and new engine features... so that, slowly, stuff like persistent world deformation (the destructible, "lived-in" environments you're talking about) would work its way into the collective engine, and everybody would be able to use it.
The reason for thinking about THIS approach is that stuff like this is VERY time-consuming to do, and thus unlikely to end up in just any one game that stands by itself. So, the idea here would be that one company might develop a new rain system, one might develop a new mud system, one might develop a new wind system, one might develop a wildlife system (or at least a frog system, like they did so gloriously in Crysis), and the blending of all those elements would make something like what you're talking about come together. Otherwise, it's just far too much load for one company that's only working on one or two games before another engine switch (and inevitable massive world-detail update for the next game).
I'm bummed that the entire industry didn't just stop at the HL2 level of detail, and start expanding in new directions, so that they could begin adding these new "detail" features that bring worlds to life, rather than always just trying to get the veins on the gun-wielding brutes to pop out further and with more polygons.