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nemesis <nam### [at] gmailcom> wrote:
> I see more of Crysis as an intense research in interactive CG than as a
> game.
It's not a bad game either. I have definitely played worse and more boring
games (even modern ones). Maybe not in the same league as eg. HL2 (there is
just something special about that game), but still a good game.
--
- Warp
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Warp wrote:
> nemesis <nam### [at] gmailcom> wrote:
>> I see more of Crysis as an intense research in interactive CG than as a
>> game.
>
> It's not a bad game either. I have definitely played worse and more boring
> games (even modern ones). Maybe not in the same league as eg. HL2 (there is
> just something special about that game), but still a good game.
I liked Crysis more than HL2, so I guess it's up to what you want out of
a game.
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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I think the thing that makes it most realistic is that the textures don't
seem to repeat. Maybe they do and it's very hard to see. Like, I see some
repetition on the panels with the letters, but nothing on the streaked bits
just above the wheel carriage below the letters up on the left.
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> I think the thing that makes it most realistic is that the textures don't
> seem to repeat. Maybe they do and it's very hard to see. Like, I see some
> repetition on the panels with the letters, but nothing on the streaked
> bits just above the wheel carriage below the letters up on the left.
Also they got the contrast between light and shade areas correct (a lot of
games get this totally wrong), and they use a global illumination system.
Those two things make a big difference to the believability of the scene
IMO.
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scott wrote:
> Also they use a global illumination system.
No, they don't.
According to Wikipedia, they use "occlusion mapping", which is a
comparatively cheap way to fake global illumination. (E.g., it works in
realtime, so if stuff moves around, the lighting changes.)
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>> Also they use a global illumination system.
>
> No, they don't.
>
> According to Wikipedia, they use "occlusion mapping", which is a
> comparatively cheap way to fake global illumination.
Well yes of course it is faked (like almost every other GPU effect), I
wasn't expecting them to have invented a way to do physically correct
per-pixel global illumination in real-time! I just meant they were at least
attempting to have some GI effect, not simply ignoring it as most games do.
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>>> Also they use a global illumination system.
>>
>> No, they don't.
>>
>> According to Wikipedia, they use "occlusion mapping", which is a
>> comparatively cheap way to fake global illumination.
>
> Well yes of course it is faked (like almost every other GPU effect), I
> wasn't expecting them to have invented a way to do physically correct
> per-pixel global illumination in real-time! I just meant they were at
> least attempting to have some GI effect, not simply ignoring it as most
> games do.
Most games just precompute GI. (Usually at too low resolution...)
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> Most games just precompute GI. (Usually at too low resolution...)
This is fine if nothing moves or changes colour in your game.
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>> Most games just precompute GI. (Usually at too low resolution...)
>
> This is fine if nothing moves or changes colour in your game.
...which doesn't work too well in a game that lets you flatten buildings
if you feel like it. ;-)
Hell, even in TF2, you see light shining through doorways when the door
is shut. Looks kinda weird until the door opens at the start of the
round. You'd think that just for doors you could compute two versions of
the light map... but then, just how much of the light map is affected
when you shut one door? Indeed.
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this is an insanely amazing Crysis mod shot too:
http://www1.picturepush.com/photo/a/1578869/1024/Crysis/crysis64-2009-04-11-19-45-23-44.png
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