I just came across this so cant confirm the truth behind it but it there is some interesting information in there so we thought we would post it. The documents give us an insight into Crysis 3, the technology that will go into the game through the use of the updated engine and some images of Cryengine 3 in use.
During the 2012 E3 show, Crytek had private presentations for their upcoming game Crysis 3. The tech demo and presentation which was shown behind closed doors has been leaked online and we have the images for you below.
There’s a bunch of tech words which probably mean “really nice graphics” as without being there and seeing the presentation its a bit hard to know what fits in where, but according to the leak the main points are as follows,
- Pixel Accurate Displacement Mapping
- Area Lights
- Vegetation and Cloth Physics
- Real-time reflections or RLR
- Volumetric Fog and Cloud Shadows
- Composite 3d Lens Flares and Flares Editor
- GI + Glossy Reflections
- Multi Layered Navigation Mesh
From the docs below it looks like vegetation has had a makeover with the new engines now enabling individual blades of grass to react to the player within the environment, Pixel AccurateDisplacement Mapping will enable CryEngine 3 to render huge amounts of the game with no visible polygon edges and without the need for tesseltation, improving the load put on GPU’s.
In regards to lighting the leaked document states that the CryEngine 3 will feature Composite 3d Lens Flares and Flares Editor, GI + Glossy Reflections and Multi Layered Navigation Mesh,Pixel Accurate Displacement Mapping, Area Lights, Volumetric Fog and Cloud Shadows, Vegetation and Cloth Physics, Real-time reflections or RLR.
“Finally artists can evenly specify a texture at virtually no cost to not only simulate a rectangular light source, but any arbitrary planar shape to either match objects in a scene or to give diffuse and even specular coloring to the lighting to emulate oddly shaped light sources like a macro ring on a camera etc,”
The document ends with
“We believe that we only started to scratch the surface of what is possible with the DirectX 11 API, in the near future, we will see a much higher usage of hardware tessellation for visual effects and compute shader functionality for new approaches to many different systems and features including GP GPU particles and more.The features shown in this demo are the results of long hours and hard work from our R&D engineers whom are constantly working simultaneously on development but also simultaneous research across the company…”
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