Koki on 4/3/2011 at 18:37
Quote Posted by EvaUnit02
Also I had to google what "Gamer", "Advanced" and "Hardcore" meant. I felt like I was staring at a fucking Star Bucks menu, with their Venti crap. What was wrong with Low, Medium and High?
Low, Medium and High is not politically correct. Also, last time they did that, everyone went "Well I have ALIENWARE PC so High for sure!" and then they found the game ran at 10FPS and foamed at the mouth that it's unoptimized piece of shit.
Aja on 4/3/2011 at 21:08
That's actually pretty realistic lensflare... assuming you're playing as the cameraman. But I wouldn't know, because I can't register an account either. Didn't want to play it that badly anyway...
inselaffe on 4/3/2011 at 21:50
i don't know how you can call the overlaid line across the middle of the screen 'realistic', if anything, it is prefab-png.
It does surprise me all their use of bloom though considering that crysis has always been about pushing the graphics. Especially with all this talk about somehow having real-time global illumination. Is there still a need for such bloom then? Would have hoped they could do it properly.
It still looks nice though, even if the textures look rather low res - unless that is only due to it being a demo, to lessen the download.
Shadows are low res too, but then those are hard to do. i'm not very up to speed with the current state of game graphics though so i don't know what has been achieved elsewhere.
Eldron on 4/3/2011 at 22:55
Quote Posted by inselaffe
i don't know how you can call the overlaid line across the middle of the screen 'realistic', if anything, it is prefab-png.
It does surprise me all their use of bloom though considering that crysis has always been about pushing the graphics. Especially with all this talk about somehow having real-time global illumination. Is there still a need for such bloom then? Would have hoped they could do it properly.
It still looks nice though, even if the textures look rather low res - unless that is only due to it being a demo, to lessen the download.
Shadows are low res too, but then those are hard to do. i'm not very up to speed with the current state of game graphics though so i don't know what has been achieved elsewhere.
Well until we get monitors that can show different light values, it's the only way we can do it, and in terms of realism, it is pretty well done and done dynamically, nothing is faked to have it done.
The thing with crytek is that they do their lighting in real time, they don't bake any lightmaps.
inselaffe on 5/3/2011 at 00:56
Well yes, better that it is more subtle and natural, but the overlaid line across the screen is far from dynamic, and although not bloom itself, is part of their hdr effect.
Doesn't the x-ray engine do this all real-time too? Or only partially?
Muzman on 5/3/2011 at 13:27
Quote Posted by inselaffe
i don't know how you can call the overlaid line across the middle of the screen 'realistic', if anything, it is prefab-png.
It's clearly glare from the sky. I venture they're working from the idea that you're wearing goggles too.
inselaffe on 5/3/2011 at 18:04
That doesn't take away from the fact that it's a prefab overlay rather than a proper dynamic lighting effect. When have you ever seen helmet glare that's a thing horizontal line like that all the time either? It looks fake and silly.
Eldron on 5/3/2011 at 20:31
Quote Posted by inselaffe
That doesn't take away from the fact that it's a prefab overlay rather than a proper dynamic lighting effect. When have you ever seen helmet glare that's a thing horizontal line like that all the time either? It looks fake and silly.
Oh yes it all depends on camera lenses and what not to get any kind of effect, lense flares aren't something you'd see through your eyes either, probably not realistic at all, but looks good.
But it is dynamic, as in, there is no overlay, there's a post processing pass where it will (according to these specific settings) have an elongated bloom on brighter areas on the screen.
inselaffe on 5/3/2011 at 22:34
Ah yes from watching the video you're right. It's still post processing though, i mean isn't there a better way to do it where it is actually integrated into the lighting? Cos at the moment it's like the get the prerendered "LENSFLARE" graphics asset and plonk it wherever it's calculated it should be, with changes in colour, scale and rotation (and of course the positions of the lightsources).
It still appears to be using a predefined raster/vector asset to give the overall feel of the flare, or even if programmatically generated, it feels very much pre-baked.
I guess you can't really get away from this if you are doing post processing though?
And anyway like you say, you wouldn't see it with your own eyes. I don't get this obsession with trying to simulate a camera. Surely if you want to create any kind of immersion you would want to try and simulate what an actual person would see.
Eric18 on 6/3/2011 at 00:33
Couldn't get the damn demo to let me in. But from all the complaints Ive seen its probably for the best. Oh well. :-/