PDA

View Full Version : [Motor Gráfico] - CryEngine 2013 Tech Demo!



LPC
22-08-13, 00:11
Boas!
Pelos vistos a Crytek mudou a aproximação dos nomes nos seus motores de rendering...
O CryEngine 3, passa-se a chamar apenas e só "Cry Engine", pelo que passará a receber updates directamente e sem alteração de nome...

Deixo-vos aqui um pequeno tech demo das novidades do motor (curioso como saiu logo após o Unreal Engine 4)...


http://www.youtube.com/watch?v=vF1zjDSqPoo

Cumprimentos,

LPC

Dape_1904
22-08-13, 00:44
Faz sentido a mudança de nome senão não tarda estava em crytek engine 1854 lol. E está mt fixe tb.

Winjer
28-08-14, 15:56
Crytek Faced Xbox One ESRAM Issues, Console Hardware Considerably Less Powerful Than High-End PCs (http://www.dsogaming.com/news/crytek-faced-esram-size-issues-console-hardware-considerably-less-powerful-than-high-end-pcs/)
During this year’s SIGGRAPH, Crytek’s Nicolas Schulz and Theodor Mader (http://advances.realtimerendering.com/s2014/index.html) finally admitted how much more powerful high-end PCs were compared to both current-gen consoles at launch. Obviously this isn’t surprising at all, but it’s at least good to see developers admitting what we already knew.
As Crytek’s Rendering Engineers revealed, when both Xbox One and PS4 were already dated the moment they came out.
“Console hardware was considerably less powerful than high-end PCs at launch” reads Crytek’s SIGGRAPH 2014 presentation.
Crytek’s engineers claimed that Crysis 3 at Ultra settings is already an impressive looking game, and that adding just more (effects, higher resolution, etc.) is not an option on weaker hardware, which basically explains why Ryse was running at 900p with 30fps on Xbox One.
Furthermore, Crytek said that MSAA was not an option on Xbox One with deferred lighting as there was a massive bandwidth increase. Also, the company run into issues with ESRAM size, something that prevented it from using MSAA (especially since 2X MSAA did not provide great IQ).
Last but not least, Crytek’s engineers revealed that SSAA was used in pre-recorded cut-scenes in Ryse, and that this demanding AA technique will be available in the PC version of Ryse.



Não é novidade o que eles dizem, mas muitos estúdios têm evitado falar do quão fraca é a Xbox One e até mesmo a PS4, para não chatear a MS e a Sony.

LPC
28-08-14, 16:10
Crytek Faced Xbox One ESRAM Issues, Console Hardware Considerably Less Powerful Than High-End PCs (http://www.dsogaming.com/news/crytek-faced-esram-size-issues-console-hardware-considerably-less-powerful-than-high-end-pcs/)



Não é novidade o que eles dizem, mas muitos estúdios têm evitado falar do quão fraca é a Xbox One e até mesmo a PS4, para não chatear a MS e a Sony.

True...

Ambas as consolas, tem o mesmo poder que o PC do Turtólius...
Bem talvez um pouco mais... Pelo menos conseguem jogar o BF3 e BF4 a 60FPS! :)

Cumprimentos,

LPC

Jorge-Vieira
28-08-14, 16:14
Entre PS4, Xbone e o pc do Turtos é muito complicado escolher :facepalm:
Esperemos que tanto MS e Sony tirem as devidas ilações para futuro.
É que nem desculpas podem dar, o HW que existia na altura ja era superior ao que está nas consolas.

Winjer
28-08-14, 16:15
O PC do Turtólius é capaz de ser um pouco melhor do que uma X1. Mas bem mais fraco do que uma PS4.

O maior problema é vermos estudios a limitarem as versões de PC, por causa das consolas. Exemplos como o Dark Souls 1, o Dead Rising 3, o The Crew, o Far Cry 4, entre outros. Apenas por preguiça ou pior ainda, para tentarem fazer parecer que as consolas não são assim tão fracas.

Jorge-Vieira
28-08-14, 16:45
Mas os jogos de pc já começaram a sofrer com a anterior geração, mas nesta penso que a agonia para nós do pc será maior.
Quando um simples pc como o do Turtos é equivalente a ambas as consolas e ainda estamos no inicio, como será daqui a 2 anos...

jotinha17
29-08-14, 00:44
Muita malta ainda anda doida por finalmente jogar a 1080p quando malta do PC já vai em 4K, só por aqui nota-se a distância na performance.

reiszink
29-08-14, 00:52
O grafismo nunca foi o porta estandarte das consolas, os PCs sempre estiverem mais evoluídos, por isso, penso que não vale a pena bater mais nesta tecla.

O que atrai as pessoas para as consolas é a simplicidade da plataforma, basta colocar o disco na drive e jogar. No PC há erros de SO, problemas de drivers, chatices com DirectX, instabilidades devido a OCs e muitas outras coisas que podem correr mal.

Há gente que não está para perder tempo com isso, nem tem conhecimentos para corrigir quando algo de anormal acontece. Apenas quer chegar a casa, colocar o disco e jogar.

Winjer
29-08-14, 09:25
Diz antes que não havia erros e problemas. E que eram simples.
Agora não faltam problemas nas consolas, erros de sistema, problemas de ligação, updates do primeiro dia para jogos, updates de sistema, etc...
As consolas continuam a ser mais simples do que um PC, mas não são como há umas gerações atrás.

reiszink
29-08-14, 10:16
Sim, concordo, são mais complexas do que há uns anos atrás, fruto também da introdução de novas funcionalidades, mas não se compara com o que acontece num PC, nem de perto.

Basta ver nos tópicos dos respectivos jogos, onde no da versão PC por norma há muito mais gente a pedir soluções para problemas. Chegam a haver páginas e páginas seguidas a falar sobre como resolver esta ou aquela situação, seja drivers deixarem de funcionar, erros de Windows, DirectX a enguiçar, periféricos que por qualquer razão teimam em não funcionar bem (gamepads, joysticks, etc), BSODs devido a OCs, baixa performance do hardware sem se saber o porquê, há de tudo.

Apesar das consolas serem cada vez mais parecidas a um PC e como consequência mais propensa a problemas, um PC é mais quebra-cabeça e dispendioso em termos de tempo. Para nós, que de certa forma podemos ser considerados entusiastas, vamos contornando isso e de certa forma evitando ou resolvendo as chatices, mas uma boa parte quando se defronta com uma dificuldade, vê-se à rasca para colocar o jogo a funcionar e por vezes nem consegue.

Grande parte da culpa também está nos ports manhosos que o PC recebe e não tanto da plataforma em si, mas para o consumidor final, principalmente o jogar ocasional que tem menos conhecimento, não lhe interessa quem é o culpado, quer apenas chegar a casa depois de um dia longo de trabalho e relaxar num jogo, não enervar-se ainda mais.

Winjer
29-08-14, 10:42
Estás a exagerar um bocado com o PC. Há problemas desses, mas não são assim tão prevalentes.
Actualmente quando instalamos um jogo no Steam ou no Origin, ele automaticamente instala o DirectX, C++, NetFrameworks, Punkbusters, etc..
Com sistemas como o Raptr ou o Geforce experience ou o DriverMax ou o Windows update é super fácil manter as drivers actualizadas.

Winjer
07-01-15, 16:22
Novo bench com o Cryengine.

CRYENGINE-powered Monster Hunter Online Gets Official Benchmark Tool (http://www.dsogaming.com/news/cryengine-powered-monster-hunter-online-gets-official-benchmark-tool/)
Download: http://mho.qq.com/cp/a20141201benchmark/en/index.htm

Winjer
04-03-15, 16:11
Cá estão os vídeos e imagens de apresentação do CryEngine na GDC.

Cry engine Showcase (http://www.gamersyde.com/news_cry_engine_showcase-16330_en.html)
<iframe width="640" height="360" src="http://embed.gamersyde.com/embed/34203_en.html" frameborder="0" allowfullscreen></iframe>
<iframe width="640" height="360" src="http://embed.gamersyde.com/embed/34202_en.html" frameborder="0" allowfullscreen></iframe>

Jorge-Vieira
04-04-15, 13:44
Check Out How Bioshock Looks in CryEngine

I have to confess that the original Bioshock is my favorite game of all time. Everything, from its incredible atmosphere, the evident Art Deco influence and art design, as well as the moody music that set up the tone perfectly, along with an incredible story, it all came together perfectly to form an extraordinary masterpiece of a game.
http://cdn3.wccftech.com/wp-content/uploads/2015/04/Bioshock-1-635x231.png (http://cdn.wccftech.com/wp-content/uploads/2015/04/Bioshock-1.png)
I have many times imagined what the underwater utopia of Rapture would look like on a more contemporary and potent engine. CryEngine definitely gives a darker and more realistic feel to Bioshock, and personally, I would love to get to explore Rapture once again looking like this. You can view some screenshots and video footage below.

http://cdn2.wccftech.com/wp-content/uploads/2015/04/game-time-1-635x357.jpg

http://cdn3.wccftech.com/wp-content/uploads/2015/04/game-time-3-635x357.jpg

http://cdn2.wccftech.com/wp-content/uploads/2015/04/game-time-2-635x357.jpg


https://vimeo.com/123814418







Noticia:
http://wccftech.com/check-bioshock-cryengine/


Aspecto muito bom nesta recriação com o Cryengine.

Winjer
16-04-15, 06:36
https://www.youtube.com/watch?v=DCftdpZ9lIs

Jorge-Vieira
20-06-15, 14:20
Crytek releases CryEngine 3.8.1 with support for the Oculus Rift


Crytek has just announced the released of CryEngine 3.8.1, something that includes support for OpenGL rendering, Linux support, and it's now compatible with the Oculus Rift.


image: http://imagescdn.tweaktown.com/news/4/5/45998_03_crytek-releases-cryengine-3-8-1-support-oculus-rift.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45998_03_crytek-releases-cryengine-3-8-1-support-oculus-rift_full.jpg)
http://imagescdn.tweaktown.com/news/4/5/45998_03_crytek-releases-cryengine-3-8-1-support-oculus-rift.jpg

When it comes to the Oculus Rift support in CryEngine 3.8.1, Crytek said: "You asked about it, and we listened: Just in time for the announcement of Crytek'S new VR title "Robinson: The Journey (http://www.tweaktown.com/news/45908/crytek-unveils-robinson-journey-first-vr-game/index.html)" at this week's E3, we are putting support for the Oculus Rift HMD (Head-mounted display) into EaaS users' hands. We've included a small demonstration level, aptly titled the "VR_Demo (http://docs.cryengine.com/display/SDKDOC1/VR_Demo+Level)" level. This showcases some information on how you can approach setting up your levels for VR, some of the implications and the immersive benefits of using VR".

The latest version of CryEngine also includes a voxel-based volumetric fog system, 8-weight GPU vertex skinning, POM self-shadowing, GameZero, support for 3ds Max 2016, Maya 2016, and MotionBuilder 2016, and "much, much more".




Noticia:
http://www.tweaktown.com/news/45998/crytek-releases-cryengine-3-8-1-support-oculus-rift/index.html

LPC
20-06-15, 14:24
Boas
Crytek!! Eu quero é o Crysis 4 já cá fora...

Cumprimentos,

LPC

Jorge-Vieira
20-06-15, 14:50
Crytek Shows VR Again With 'Back To Dinosaur Island 2'

At GDC, I met with Crytek and tried its VR tech demo called Back to Dinosaur Island, which placed you in the middle of a dinosaur's nest. Aside from looking around at the scenery, you also had to dodge incoming insects, face a terrifying T-Rex, and (my personal favorite) butt your head against a few dinosaur eggs. The entire thing was just to showcase the possibility of using the CryEngine in VR, and at E3 the company showed off the sequel to the original demo and announced its future plans in VR.
Don't Look Down The demo I tried at E3, appropriately named Back to Dinosaur Island 2, placed us halfway up a cliff face, so depending on your definition of fear, this could be more terrifying than standing in the middle of a dinosaur nest.
http://media.bestofmicro.com/X/9/505341/gallery/BackToDinoaurIsland_Screen3_w_600.jpg (http://www.tomshardware.com/gallery/BackToDinoaurIsland_Screen3,0101-505341-0-2-12-1-jpg-.html)In the original demo, I was standing up, but for this presentation, I was told to sit down in a chair. This actually helped out with the demo in two ways: I could easily swivel around to get an easy 360-degree view of my in-game surroundings, and it also gave me the feeling that I was delicately hanging on the cliffside only by the ropes attached to the rocks. The chair reclined back quite a ways, so if you actually leaned back while playing, it would give you a falling sensation.
Slow And Steady The objective was simple: use the provided handles, which pulled you up via a machine pulley system, to ascend the cliff and take in the scenery. I was handed an Xbox controller for the demo and used the left and right trigger buttons as my hands. The handles required you to use both hands to start the machine that would pull you up.
At first, the experience was bliss. You could hear the distant sounds of the river below, along with the wind howling around you and the sound of local wildlife.
Then the pterodactyls came.
http://media.bestofmicro.com/X/7/505339/gallery/BackToDinoaurIsland_Screen1_w_600.jpg (http://www.tomshardware.com/gallery/BackToDinoaurIsland_Screen1,0101-505339-0-2-12-1-jpg-.html)I didn't notice them at first, hanging from small gaps in the cliff, but then they came diving in droves. I had to dodge a few of them coming at me, while keeping my fingers on the trigger buttons so I didn't fall from the cliff.
The climb featured a series of pulleys, so I constantly had to switch to another handle when I reached a certain point. Sometimes, the next handle would be slightly out of reach, so I would have to stretch my head forward for my digital hand to reach the next handle. That took some getting used to, because my instincts told me to use my hand to reach -- which I couldn't do because my hands were busy clutching the controller. Obviously, this feature will change in the future thanks to Oculus Touch controllers (http://www.tomshardware.com/news/oculus-rift-vr-touch-controller,29408.html).
http://media.bestofmicro.com/X/A/505342/gallery/BackToDinoaurIsland_Screen2_w_600.jpg (http://www.tomshardware.com/gallery/BackToDinoaurIsland_Screen2,0101-505342-0-2-12-1-jpg-.html)Before I reached the top of the cliff, another pterodactyl greeted me at the top, and by flapping its wings, various debris, and what I could only assume were pterodactyl droppings, were hurtling in my direction. This added a little more challenge to the climb, as I had to dodge them to continue the ride.
Eventually, I reached the top and was greeted by a beautiful sight: A large herbivore dinosaur was eating some plants in front of me, and a large man-made structure was off in the distance. There were a few key areas highlighted, and I had to look at them to get a scan of the area. I looked behind me past the cliff and saw a ship that crashed onto another plateau. After scanning all the highlighted areas, the demo ended.
Coming Soon Initially, the two demos were just supposed to give players and developers the idea that Crytek wants to bring its powerful graphics engine into VR, and based off of these two demos, it's a sound idea. The rocks and foliage in the environment are very detailed, and the pterodactyls have a menacing look. The water in the river and the surrounding waterfalls looks beautiful, especially when placed against the sunlight.
http://media.bestofmicro.com/X/8/505340/gallery/BackToDinoaurIsland_Screen4_w_600.jpg (http://www.tomshardware.com/gallery/BackToDinoaurIsland_Screen4,0101-505340-0-2-12-1-jpg-.html)This type of graphical quality is what put Crytek on the map, especially with its Crysis series (remember the old chestnut, "Can it run Crysis?"), so it only makes sense that the company also announced the development of a new game for VR called Robinson: The Journey. Players will take on the role of a small boy, presumably the same character in the two demos, as he crashes onto a strange planet still inhabited by these dinosaurs.
At the same time, Crytek just announced that its latest version of the CryEngine will also support VR development (http://www.tomshardware.com/news/cryengine-update-adds-vr-linux,29410.html), which opens up the field for more titles using the high-quality software.
Although the Oculus Rift headset is launching early next year, there's still no release date set for the Crytek's new title nor any news as to which developers are jumping on the Crytek train to use the software. E3 was a great place for potential developers to see what CryEngine is capable of, so we should be hearing about more developers using it with VR games in the upcoming months before Rift hits the market.



Noticia:
http://www.tomshardware.com/news/crytek-back-to-dinosaur-island2,29414.html

Jorge-Vieira
25-06-15, 14:32
CryEngine Gets Support for Linux and SteamOS

http://cdn.eteknix.com/wp-content/uploads/2013/03/crysis3-2013-02-28-23-18-29-26.jpg
It seems that the recent shift in the game engine market strategy is now forcing everyone licensing their own engines to comply with the times. CryTek is known for its CryEngine development platform and we all know the Crysis titles. However, the CryEngine is also licensed to other developers who want to make their games based on the latter engine.
Up until now, the CryEngine was focusing only on the Windows operating system and DirectX. But as times change and competition grows stronger, the company made a few changes. They announced that starting with CryEngine 3.8.1, developers can now ship their titles for the Linux operating system, as well as the upcoming SteamOS.
However, developers still need to do a bit of work to get them to work on the Linux OS. But this marks the beginning of a whole new CryEngine and future AAA graphics for Linux. In addition to the latter, OpenGL support will not necessarily restrict titles to be shipped for just Linux and SteamOS. We could even see support for Mac, Android, PlayStation and possibly even Nintendo.
In the end, a lot of support is now offered in engines to help developers port games. While we won’t see the same support in in-house engines, publicly available game engines such as CryEngine, Unreal Engine 4 and Unity 5 seem to start making cross-platform development a priority.
Thank you PCWorld (http://www.pcworld.com/article/2940175/cryteks-powerful-cryengine-is-the-latest-gaming-engine-to-embrace-linux.html#tk.rss_all) for providing us with this information



Noticia:
http://www.eteknix.com/cryengine-gets-support-linux-steamos/

Jorge-Vieira
10-07-15, 16:50
Crytek Steps Into VR With Full 'Robinson: The Journey' Title



http://media.bestofmicro.com/X/C/505344/gallery/RobinsonTheJourney_KeyArt_w_300.jpg


The CryEngine is a sign saying that what you're about to play will look stunning. The gaming engine came to fame with the original Crysis, spawning the now-defunct question of whether or not your PC build could even handle the graphical demands of the game. Those days have passed. Crysis 3 came out four years ago, but that doesn't necessarily mean that the CryEngine isn't getting some use. The company's booth at GDC showed that the engine is still being used in upcoming titles.
However, there's a new frontier in the form of VR, and the demo at GDC, titled Return to Dinosaur Island, showed fans that the same jaw-dropping graphics engine can be implemented for virtual reality. A second act for the demo was also shown at E3 (http://www.tomshardware.com/news/crytek-back-to-dinosaur-island2,29414.html), further cementing CryEngine's place in VR development.
In fact, Crytek's director of production, David Bowman, said that so many people were impressed with the demo at GDC that it's now being turned into a full VR game titled Robinson: The Journey. In a phone interview with Tom's Hardware, Bowman talked more about the development process for the game as well as Crytek's overall commitment to VR.
Aside from the numerous praises about the tech demo, the development for Robinson: The Journey was also spurred on by the fact that virtual reality is actually starting to become, for lack of a better word, a reality. Oculus dropped a Q1 2016 (http://www.tomshardware.com/news/oculus-rift-oculus-touch-revealed,29358.html) release date for the consumer version of the Rift headset, and Razer's OSVR is starting to send out its new Hacker Kit (http://www.tomshardware.com/news/osvr-hmd-hacker-kits-shipping,29530.html) head-mounted displays to developers.
Early development of the game started out as numerous prototypes of the demo. However, the building blocks for a full game development were already in place and included a story, characters and the environment. All that was left was to use the Return to Dinosaur Island demos as a jumping-off point for the full game.
http://media.bestofmicro.com/O/X/483009/gallery/Qy4apWrnuhVM.878x0.Z-Z96KYq_w_600.jpg (http://www.tomshardware.com/gallery/Qy4apWrnuhVM878x0Z-Z96KYq,0101-483009-0-2-12-1-jpg-.html)Surprisingly enough, the process of developing a VR title isn't that different from making a game for the PC or consoles, at least on the technical side. The real challenge comes in the game's design area.
Unlike traditional games, VR puts you in control of the camera so you can look at any possible angle in the virtual space, and elements such as the camera's motion and scaling have to be limited in order to prevent motion sickness. It's hard to take in the artificial view when you're nauseous and want to vomit all over the living room floor, so Crytek is taking measures to control that aspect while still giving you the freedom to look around. Again, every step of the process involves numerous prototypes in a VR environment to ensure that everything is in proper working order before the final build. This seems like a trivial part in game development, but VR is uncharted territory, so extra precautions have to be taken to make the game run as smoothly as possible.
Then there's the question of platform. With multiple companies making their own version of a VR headset, Robinson: The Journey has to debut on the platforms of the biggest names in virtual reality. Bowman said that Crytek is working with three specific groups: Oculus, HTC and Valve, and Sony, or in other words, the Rift (http://www.tomshardware.com/news/lucky-s-tale-vr-gameplay-e3,29461.html), Vive (http://www.tomshardware.com/news/hands-on-with-htc-vive,28704.html) and Morpheus (http://www.tomshardware.com/news/hands-on-with-sony-morpheus,28722.html). They've all had their share of the spotlight, with HTC and Valve's Vive recently joining the fray in March.
However, that doesn't mean that the game will be exclusive to those three headsets. Crytek is willing to work with as many VR-related companies as possible. Bowman wanted broad coverage in the industry so the game can be played on as many HMDs as possible. Even companies that don't develop HMDs but deal with VR in different ways, such as 3D audio and hand tracking, are approaching the company to see how Robinson: The Journey can benefit from their products.
http://media.bestofmicro.com/X/A/505342/gallery/BackToDinoaurIsland_Screen2_w_600.jpg (http://www.tomshardware.com/gallery/BackToDinoaurIsland_Screen2,0101-505342-0-2-12-1-jpg-.html)In the end, it's an exciting time for Crytek as it pushes forward into the unknown. The entire company has a little over 600 employees, but only 50 of them are actually working in VR development. The CryEngine is already used in consoles and PCs; moving to VR is just another way of giving the software a diverse spread.
But there is a bit of caution as to whether or not virtual reality will really take off, or if most people will think of it as another fad, like 3D TVs. The team behind Robinson: The Journey is keenly aware of that challenge, but they're relying on the biggest names in the new industry to promote the game. If it succeeds, Crytek will undoubtedly expand the VR development team; if not, then at least there's still the use of the CryEngine in traditional game development.
There's no release date for the game, but when it's finally out for consumption, we'll see if the CryEngine's magic can amaze us again in virtual reality.

Noticia:
http://www.tomshardware.com/news/crytek-interview-for-cryengine-vr,29551.html

Jorge-Vieira
06-08-15, 13:47
Basemark and Crytek are building a VR benchmark of their own

Crytek recently added Oculus Rift (http://cryengine.com/news/update-from-the-team-cryengine-381-is-here) support to Cryengine 3, and now the developer is working with Basemark (http://www.basemark.com/2015/08/06/can-it-run-vr-crytek-and-basemark-join-forces-to-create-virtual-reality-benchmark/) to create a VR headset benchmark. The two companies say the joint effort will give users "recognizable, real-world metrics to describe their system’s VR readiness" with multiple head-mounted displays.
The Cryengine-based benchmark will purportedly provide detailed feedback on measurements like frame rates, latency, and 3D audio fidelity—positional audio is important for an immersive VR experience. Basemark founder and CEO Tero Sarkkinen says using Cryengine means the benchmark will be useful for real-world, rather than theoretical, scenarios. That may be a veiled swipe at Futuremark, which is developing a VR benchmark of its own (http://techreport.com/news/28437/futuremark-is-developing-a-vr-benchmarking-tool).
Naturally, both Crytek and Basemark seem pretty stoked about the collaboration. "By using Cryengine as the base and vetting the test workloads under our rigorous development process involving all the key technology players, we will forge the definitive benchmark for all PC VR gamers," Sarkkinen said. Cryengine creative director Frank Vitz reciprocated, noting Basemark's previous experience in benchmarks. "[W]e’re thrilled to be partnering with them as we work to establish a user-friendly yardstick for VR performance," Vitz said.
The companies are seeking community involvement in the benchmark development process: Basemark has a signup page (http://www.basemark.com/participate-vr-benchmark-development/) for those who want to get involved. The application deadline is August 31.



Noticia:
http://techreport.com/news/28765/basemark-and-crytek-are-building-a-vr-benchmark-of-their-own

Jorge-Vieira
17-08-15, 12:59
Photogrammetry Awesome Looking CryENGINE Demo Released; Download Link Available

Using Photogrammetry can surely make games look exceptionally amazing. The Vanishing of Ethan Carter has managed to look downright gorgeous thanks to the technique of photogrammetry, and so do upcoming titles like Get Even (http://wccftech.com/coming-2016-published-bandai-namco/) and Star Wars: Battlefront (http://wccftech.com/star-wars-battlefront-cm-clarifies-details-newly-revealed-supremacy-mode/). CryENGINE member ‘Synce (http://www.cryengine.com/community/viewtopic.php?f=309&t=131968)‘ took it upon himself to experiment with this technique and made available a small demo.
http://cdn.wccftech.com/wp-content/uploads/2015/08/PereLachaiseTreehuge.1439734921-635x369.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/08/PereLachaiseTreehuge.1439734921.jpg)
Photogrammetry combined with the CryENGINE does produce some amazing looking resultsSynce notes that the demo features a high-definition mesh (321 291 polygons), 2×8192 textures (albedo, normal and smoothness), a dynamic rotation, zoom functionalities (fov 45 to 30) and a dynamic depth of field (distance, range, amount).
Those interested can download this demo from here (https://drive.google.com/file/d/0B3ZBSML7nH5nTFZGRHJ6cjl0TEU/view).
Synce explains:


https://www.youtube.com/watch?v=eNzgIYQ3lZw“I tried to have a sharp and realistic render, even if my camera and lens are cheap. The demo is highly optimized, it should run on any DX11 computer.”




A couple of days ago we reported that CryENGINE member ‘currve‘ (http://www.cryengine.com/community/viewtopic.php?f=311&t=68501&start=7725), recreated the Endor scene from the trailer of Star Wars: Battlefront in CryENGINE. Star Wars: Battlefront is powered by DICE’s Frostbite 3 engine. You can view a comparison between the original and currve’s CryENGINE recreation, here (http://wccftech.com/star-wars-battlefronts-endor-scene-recreated-in-cryengine-comparison-screenshots-favor-frostbite/).

We will bring you any new information on any future CryENGINE projects as soon as it becomes available.







Noticia:
http://wccftech.com/photogrammetry-awesome-looking-cryengine-demo-released-download-link-available/#ixzz3j4owgPCj

Jorge-Vieira
29-08-15, 13:36
CryENGINE Baron Haussmann Tech Demo Using New Global Illumination SVOTI Solution Available For Download

CryENGINE’s member ‘Synce’, has made available a rather impressive interior tech demo that takes advantage of Crytek’s new Global Illumination solution, SVOTI (Sparse Voxel Octree Total Illumination). The demo can be viewed in the video below.


<iframe width="635" height="388" src="https://www.youtube.com/embed/hb4N8m5jAfE" frameborder="0" allowfullscreen></iframe>






Synce notes, that the purpose of the demo was to demonstrate the capabilities of SVOTI.

“SVOTI means Sparse Voxel Octree Total Illumination. This system can achieve high quality global illumination in real time. In this demo you can change the time of day, and look how the light reacts.”
The tech demo can be downloaded from here (http://www.cryengine.com/community/viewtopic.php?f=309&t=131523). You can view the changelog below:
http://cdn.wccftech.com/wp-content/uploads/2015/08/cry-engine-logo-635x357.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/08/cry-engine-logo.jpg)
CryENGINE Baron Haussmann Demo – Update 0.4.6:


“The engine version is now 3.8.2
The sky light is now defined by the global cubemap. So it’s more directionnal and realistic.
The GI update is now more smooth and progressive
Some geometry improvements to avoid aliasing (still in progress)
Some minor changes”

‘Synce’ has recently experimented with Photogrammetry and a couple of weeks ago made available a small demo (http://wccftech.com/photogrammetry-awesome-looking-cryengine-demo-released-download-link-available/) using the technique. Synce notes that the demo features a high-definition mesh (321 291 polygons), 2×8192 textures (albedo, normal and smoothness), a dynamic rotation, zoom functionalities (fov 45 to 30) and a dynamic depth of field (distance, range, amount). Those interested can download this demo from here (https://drive.google.com/file/d/0B3ZBSML7nH5nTFZGRHJ6cjl0TEU/view).
We will bring you any new information on any future CryENGINE projects as soon as it becomes available.







Noticia:
http://wccftech.com/cryengine-baron-haussmann-tech-demo-using-new-global-illumination-svoti-solution-available-for-download/#ixzz3kD8UEta7

Muito fixolas :)
(http://wccftech.com/cryengine-baron-haussmann-tech-demo-using-new-global-illumination-svoti-solution-available-for-download/#ixzz3kD8UEta7)

Jorge-Vieira
11-11-15, 15:31
Cloud Imperium Games Developer Recreates Fallout Vault in CryEngine

http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-02.jpg?resize=800%2C450
Robert Stephens (https://www.artstation.com/artwork/9B5Ao) of Cloud Imperium Games fame, has been working on his own little Fallout project, recreating the games iconic vault door in the graphics powerhouse that is CryEngine.
Obviously this isn’t going to be a full game, far from it, especially given the issues with licencing and copyright. However, it’s great to see and imagine what parts of a fallout game would like if the focus was set on graphics and let’s be honest, CryEngine is one of the most visually capable engines around, so it’s a great match for this little project.

“As a huge fallout fan I wanted to create my own homage to the game series by recreating the iconic vault entrance. I wanted to create an interior that looked functional and well used, with the intention of eventually animating many of the assets (including the door mechanism) to tell the story of the vault in more detail. One of the biggest challenges with this project was to put my own spin on the design of the interior while still maintaining the iconic fallout style, this was important to me as I didn’t just want to recreate the vault entrance exactly as seen in the games.”
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-11.jpg?resize=800%2C450
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-10.jpg?resize=800%2C450
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-09.jpg?resize=800%2C450
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-08.jpg?resize=800%2C450
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-07.jpg?resize=800%2C450
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-06.jpg?resize=800%2C450
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-05.jpg?resize=800%2C450
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-04.jpg?resize=800%2C450
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-03.jpg?resize=800%2C450
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-vault-01.jpg?resize=800%2C450
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-electronics-hp.jpg?resize=800%2C732
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-electronics-800x414.jpg?resize=800%2C414
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-drill-arm-hp.jpg?resize=800%2C764
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-drill-arm.jpg?resize=800%2C384
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-control-panels-lp.jpg?resize=800%2C796
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-control-panels-hp.jpg?resize=800%2C467
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-blast-door-hp.jpg?resize=800%2C666
http://i1.wp.com/www.eteknix.com/wp-content/uploads/2015/11/robert-stephens-blast-door.jpg?resize=800%2C425
Robert created the map using Substance Painter for all the baking and texturing, then CryEngine to render the screenshots.



Noticia:
http://www.eteknix.com/cloud-imperium-games-developer-recreates-fallout-vault-in-cryengine/

Jorge-Vieira
18-11-15, 14:17
Crytek VR Tech Demo ‘Back To Dinosaur Island’ Now Available For Free

As of today, Crytek’s virtual reality tech demo ‘Back to Dinosaur Island’, is now available for free on Steam (http://store.steampowered.com/app/412940?beta=1).
http://cdn.wccftech.com/wp-content/uploads/2015/04/Back-to-Dinosaur-Island-11-635x357.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/04/Back-to-Dinosaur-Island-11.jpg)
Crytek announced this today on their website (http://www.crytek.com/news/crytek--s-back-to-dinosaur-island-available-for-free-today). The VR tech demo is the foundation for the upcoming PS4 VR title ‘Robinson: The Journey’, which was shown off during Sony’s press briefing in Paris last month.
<iframe width="635" height="388" src="https://www.youtube.com/embed/-qopI4SulZw" frameborder="0" allowfullscreen></iframe>




Available for download today, Crytek has released virtual reality tech demo Back to Dinosaur Island for free (http://bit.ly/BtDISteam). Achieved with CRYENGINE, Back to Dinosaur Island debuted publicly at GDC 2015 in San Francisco, earning widespread acclaim from press and attendees, and this is the first time players can experience it for themselves outside of a games industry event.




In Back to Dinosaur Island, players become the eyes and ears of a baby dinosaur in a nest. Surrounded by dinosaur eggs, players are immersed in a beautifully rendered 3D jungle environment filled with lush vegetation and buzzing with life. Players interact with elements around them, including the eggs, a dragon fly and finally, will come face-to-face with an enormous dinosaur, experiencing a sense of scale and awe in a way that can only be achieved with virtual reality.
Crytek’s Director of Production, David Bowman, said: “Back to Dinosaur Island shows how intense, involving and rich virtual reality can be. Players will see a powerful dinosaur breathing inches from their face, getting an unprecedented sense of its immense scale. To watch this scene in 2D is impressive, but when you’re in virtual reality, it becomes more intimate, and more exciting – giving you a feeling of presence and a belief that you’re really right there in a way that no other medium can.”
The minimum system requirements for this VR tech demo can be found at the Steam gamehub:
Oculus Rift DK2 required OS: Windows 7, 8 or 10 (64bit)
Processor: Intel Core i7-2600K CPU 3.40GHz
Memory: 16 GB RAM
Graphics: NVIDIA GTX 980 or AMD Radeon R9 290
DirectX: Version 11
Hard Drive: 2 GB available space
Back to Dinosaur Island has been built from the ground up to take advantage of the Oculus Rift HMD, and requires an Oculus Rift DK 2 device to run. Please check the System Requirements below- Virtual Reality games require a high frame rate to guarantee a comfortable experience for the user. Running Back to Dinosaur Island on weaker hardware can cause lower frame rates, which can lead to users having a less than ideal experience.







Noticia:
http://wccftech.com/crytek-vr-tech-demo-back-dinosaur-island-free/#ixzz3rqvIWpKc

Jorge-Vieira
16-12-15, 09:26
Crytek Releases Final Cryengine Update Of The Year

http://media.bestofmicro.com/W/1/505297/gallery/logo_vertical_black_w_600.png (http://www.tomshardware.com/gallery/logo_vertical_black,0101-505297-0-2-12-1-png-.html)Crytek announced today that it has released the last version of the Cryengine for the year. The company has added some new features, fixed a host of bugs and extended further support for VR developers working with Oculus’s platform.
Cryengine 3.8.6 will be the final public release of the engine for the year, and Crytek seems to have focused most of its efforts on fixing known issues -- more than 80 of which have been corrected -- rather than on adding additional features. The release notes (http://docs.cryengine.com/display/SDKDOC1/EaaS+3.8.6) indicate that the latest version of Cryengine adds eight new features, including the Extrude Edge design tool and Crytek’s highlighted update, NoMaps, which Crytek said is a standalone tool for creating “high quality tangent-space normal maps in Cryengine.”
Cryengine 3.8.6 also marks the implementation of Oculus SKD 0.8 and Touch controller support into Crytek’s engine. The company noted that to make use of the new features, Oculus 0.8.0.1-beta Runtime for Windows (https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/) is required, as are the GPU drivers that Oculus recommends for said release.
Crytek’s Cryengine 3.8.6 is available today to current license holders. Licenses are available (http://cryengine.com/) for indie developers, AAA developers and education institutions.



Noticia:
http://www.tomshardware.com/news/last-2015-cryengine-update-released,30767.html

LPC
16-12-15, 11:23
Crytek Releases Final Cryengine Update Of The Year




Noticia:
http://www.tomshardware.com/news/last-2015-cryengine-update-released,30767.html

E.....e......e..... para quando o Crysis 4 ... Crytek??

Cumprimentos,

LPC

Enzo
16-12-15, 11:36
Não se vê ou houve nada sobre isso. A trilogia+expansão são brutais. Tenho de voltar a instalar o 1, com aqueles mods todos realistas.

Jorge-Vieira
16-12-15, 11:55
Não deve sair mais nenhum Crysis, inicialmente sempre se falou de apenas 3 jogos.
Por outro lado faz falta, não temos alguém que tenta extrair ao maximo aquilo que os Pcs são capazes.

SleepyFilipy
16-12-15, 11:59
LPC, o Alpha Ceph morreu, não há mais polvos para matar lol.

Agora, podiam era fazer tipo um remaster do primeiro Far Cry com esse motor.

LPC
16-12-15, 12:13
LPC, o Alpha Ceph morreu, não há mais polvos para matar lol.

Agora, podiam era fazer tipo um remaster do primeiro Far Cry com esse motor.

Boas!
O que estava na terra sim, não sabemos se no Homewold deles senão existem mais alpha Cephs...
O que se sabe é que fechamos o tunel de ligação entre os planetas aquando da travessia da "armada" dos gajos...

Nada impede que eles façam algo como o "Independence Day: Ressurgence", venham em força por outro meio...

Em alternativa, poderemos explorar o tempo entre o Crysis 2 e o 3 por exemplo, onde o Prophet andava á caça dos cephs e do alfa ceph...

Cumprimentos,

LPC

Jorge-Vieira
15-03-16, 21:24
[UPDATED] CryENGINE Gets DX12/VR Support & Pay-What-You-Want Model

http://cdn.wccftech.com/wp-content/uploads/2015/05/Cryengine4-logo-635x357.png (http://cdn.wccftech.com/wp-content/uploads/2015/05/Cryengine4-logo.png)
UPDATE: There’s an actual CryENGINE Humble Bundle (https://twitter.com/humble/status/709831555867250689) going on. You can pay what you want to get a huge amount of engine assets.
Also, the official press release has been shared. Here’s a list of the new main CryENGINE features.


C# Enabled: A new API that allows developers who know C# to start scripting in CRYENGINE V right away.
Reworked Low Overhead Renderer: Significantly increases the performance of today’s hardware in graphically intensive applications.
DirectX 12 support: Utilize the latest branch of DirectX to take greater control of hardware resources.
Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D spatial rendering for higher quality with minimal performance hit.
New particle system: Create stunning real-time fluid effects, handled almost entirely on the GPU.
A new launcher and UI: Navigate CRYENGINE more intuitively thanks to a streamlined UI which includes realigned features and new icon groupings.
FMOD Studio support: Allowing greater flexibility in audio middleware selection.
CRYENGINE Answers: A dedicated channel where the CRYENGINE community can share questions and answers.

Founder, CEO & President Cevat Yerli said:

CRYENGINE V represents our commitment to not only offering developers today’s most advanced engine technology, but also to making it as accessible as possible. The arrival of CRYENGINE Marketplace, the revamped engine UI, and new support channels will make it easier than ever to tap into the power of CRYENGINE – at a price that feels comfortable for each and every individual. Community is at the heart of our Pay What You Want Model, which we hope will foster closer collaboration between us and developers as well as developers amongst themselves.
Of course, Crytek also shared a showcase trailer.


<iframe width="635" height="388" src="https://www.youtube.com/embed/wcnrt1pX5XA" frameborder="0" allowfullscreen></iframe>




Advertisements

ORIGINAL STORY: Crytek just held a media briefing at GDC 2016 where they announced several interesting news. The first one is that the new version of CryENGINE, dubbed V, will support DirectX 12 and all of the major VR devices.
For developers, the biggest news will certainly be the change in CryENGINE’s business model: as showcased by the slides below, you’ll now be able to pay what you want. That includes full source code and a 100% royalty free engine. There will also be optional insider memberships offering additional services, and a dedicated asset store for premade CryENGINE assets which is already available today.
http://cdn.wccftech.com/wp-content/uploads/2016/03/cryengine_1-635x318.png (http://cdn.wccftech.com/wp-content/uploads/2016/03/cryengine_1.png)
http://cdn.wccftech.com/wp-content/uploads/2016/03/cryengine_3-635x320.png (http://cdn.wccftech.com/wp-content/uploads/2016/03/cryengine_3.png)
http://cdn.wccftech.com/wp-content/uploads/2016/03/cryengine_2-635x318.png (http://cdn.wccftech.com/wp-content/uploads/2016/03/cryengine_2.png)
Crytek also announced a new VR title, Project Sky Harbor. We’ll have more on this when the company officially pulls the lid in a few minutes, as mentioned on the official website (https://www.cryengine.com/).







Noticia:
http://wccftech.com/cryengine-dx12vr-support-paywhatyouwant-model/#ixzz430cz4gE3