POV-Ray : Newsgroups : povray.off-topic : CryEngine 2 and ToD mods : Re: CryEngine 2 and ToD mods Server Time
29 Sep 2024 17:18:10 EDT (-0400)
  Re: CryEngine 2 and ToD mods  
From: Invisible
Date: 2 Mar 2009 09:43:12
Message: <49abf080@news.povray.org>
>>> Of course what they did in Crysis in much more complex, but I don't think 
>>> that they do GI in real time (though such stuff exists).
>> According to Wikipedia, Crysis simulates GI in realtime using "ambient 
>> occlusion", with no precomputed lightmaps.
>>
>> (This is, however, not as accurate as a real GI pass.)
> 
> Thanks Andrew for the correction ("I don't think that.." = "I didn't bother 
> to do some minimal research but I'll write about it anyway...", grmphhh).

Heh. It's only because I happened to read that article myself a few 
weeks ago. ;-)

> It's true that an AO pass can be good enough in many situations, and games 
> are one of them. In product and architectural visualisation, AO is good for 
> the preliminary renderings but cannot replace GI for the final pics (though 
> a little AO can help with render times and overall realism). It's fast, so 
> people tend to overuse it and in the end it becomes annoying to see dirt in 
> every corner...

Yes, well, what do you expect? ;-)

> The real time subsurface scattering in Crysis is very impressive (from what 
> I see from stills and demos), I'm wondering whether it's only for flat 
> objects like leaves or if it works on actual volumes too.
> I wish I had the time to play games, if only for the eye candy :(

It seems to work OK for the clouds at the start of the game - but then, 
they could be faked some other way. It's part of a cutscene, so you 
can't really check...


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