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new cyrsis screenshots!

Tommy B said:
The 360 lacks the power to render the game. The PS3 can just about cope. The PC is by far the best option, although it will have to be a pretty damn good PC. This was pretty much said by one of the main programmers.
"Crytek's lead artist, Michael Khaimzon, has revealed that the developer could confidently port highly-anticipated PC title Crysis to PS3 and Xbox 360 - although there are no current plans to do so.

Speaking to our sister site GamesIndustry.biz, Khaimzon said, "I don’t think there would be any problem to convert anything we work on to the next-gen consoles if we decided to."

"We would just have to see how much of a sacrifice to the game we'd have to make. Or whether there would be a sacrifice at all, maybe we could find a way to make the game look exactly the same as it does on PC on the Xbox 360 and the PlayStation 3."


http://www.eurogamer.net/article.php?article_id=68462

I think we'll see a game that looks as good as Crysis appear on the 360 and PS3 at some point. What people forget is that the typical PC Crytek will be targeting will have a 7900 GT/X1800 XT, and the GPUs in the 360 and PS3 are equivalent to this.

On top of this you can get up three times the performance out of a closed platform as you can out of an open one (with the same hardware), so it's just a case of developers working out how to fully use the next gen consoles power.

In a few years time PC games will have moved on, and we'll probably be looking at console games with better graphics than Crysis, thinking "this looks like crap", compared to what's available on the PC. So the PC will win out eventually, but I wouldn't underestimate the power of the consoles.

Gashman said:
your definately right about this, PCs can run high levels of AA and AF, the next generation consoles struggle running either, plus PC titles always come with graphical options that are default turned off in console version, look at tomb raider, that looked utterly TRASH on the 360, and it looks so much better on here, sorry but its the utter truth.
When you're using the EDRAM on the Xenos (the 360's GPU) 4XAA only incurs a 5% hit, and 2xAA is effectively free. AF should be no more demanding than it is on PC GPUs.
 
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Ulfhedjinn said:
Those reference pictures are exactly what they say on the tin by the way, they're reference photographs of real locations that the art team use to build the environment. They are not DirectX 10 screenshots.

Thank you, I'm shocked that some people believe the reference pics are directx 10 shots. The game engine isn't that good. :p
 
yeah it was a bit unbelievable to me. reminds me of a screenshot of a canyon in the game "breed" people showed off, which looked foto realistic. it actually did ingame too, pity the game was utter cack :D :rolleyes:
 
There are no grounds to debate or claim that the next generation consoles are better in terms of performance than the PC. The PC is constantly evolving to new technical levels and, at present, is already superior to both of the next generation consoles. If you have the money, the PC is always the best bet.

Now that I've said that, let me make it clear that I'm buying a Mac and using a PS3 for gaming so my views are not biased. I'm just not jealous enough to try and claim something that costs £300 is better than something costing £2000.
 
If you could replace stuff in ** console then thats the only way they could keep up with high end pc's!

Lets be honest pc's are more expensive so we deserve the best graphics :D
 
Tommy B said:
There are no grounds to debate or claim that the next generation consoles are better in terms of performance than the PC. The PC is constantly evolving to new technical levels and, at present, is already superior to both of the next generation consoles.
Except that one is an open platform and one is a closed platform. The same hardware in a console can go a lot further. I think in 3 years time we'll see console games that offer a level of visual quality that an X1900 couldn't attain. Of course they'll also be much more powerful PC cards, but what I'm saying is you can't evaluate hardware without taking the nature of the platform into account.

In Carmack's words:

"While it’s true that right now you can buy a PC that’s probably twice as high-performance as a 360 or a PS3 - and the hype machine has blown that all out of proportion about how it’s some radically different thing – but basically, you’re getting a really high-end PC’s power in a several-hundred-dollar console box. But you can get effectively three times the performance if you’re targeting a fixed platform than if you’re targeting the PC space."

http://spong.com/detail/editorial.jsp?eid=10109375&cid=&tid=&pid=&plid=&page=2&cb=958
 
i honestly don't think SM4.0 is gonna make huge difference, i mean look at the difference between 2.0 and 3.0 theres not really anything, but the new design of the architecture is gonna be the key to stellar performance over the next couple of years i think we can expect, much smaller fabrication (65nm at least), exclusive use of the more efficient unified shader processors, more shader processors intergrated into more pipelines, more sophisticated shading and use of shadows and over-exposure of light (HDR style), likely multi-GPU on single die GPUs and overall better performance,, i think the next generation consoles are gonna be steamrollered performance wise as soon as the new generation PC cards come out and DX10 to go with them, so roll on R600 and G80, lets see just what nvidia and ATI have for us this time around :D
 
Gashman said:
i honestly don't think SM4.0 is gonna make huge difference, i mean look at the difference between 2.0 and 3.0 theres not really anything, but the new design of the architecture is gonna be the key to stellar performance over the next couple of years i think we can expect, much smaller fabrication (65nm at least), exclusive use of the more efficient unified shader processors, more shader processors intergrated into more pipelines, more sophisticated shading and use of shadows and over-exposure of light (HDR style), likely multi-GPU on single die GPUs and overall better performance,, i think the next generation consoles are gonna be steamrollered performance wise as soon as the new generation PC cards come out and DX10 to go with them, so roll on R600 and G80, lets see just what nvidia and ATI have for us this time around :D


the difference between 2 and 3 is huge. play call of juarez or farcry with hdr and u will then see the difference.
 
Taken off the official website! Enjoy! ;)

The official Crytek website has been updated with a news post about the convention at leipzig. Some new information on CryEngine2 and the mod support for this game has also emerged. Here are a few interesting 'quotes' from the website.

Renderer: integrates indoor and outdoor technology seamlessly. Offers rendering support for DirectX 8/9/10, Xbox360, PS3


Physics System: supports vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.


Voxel Object: Allows creating geometry a heightmap system wouldn’t support to create cliffs, caves, canyons and alien shapes. Voxel editing is as easy as heightmap editing and fast in rendering.


Terrain: Uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 2km when converted from game units.


Animation System: Playback and blending between motion data (captured or key framed) combined with inverse kinematics (using biomechanical hints) and physical simulations. Special attention was applied to realistic human animation (e.g. adapting to uneven terrain, eye tracking, facial animation, leaning when running around corners, natural motion transitions).


Shaders: A script system used to combine textures in different ways to produce visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shinny surfaces.


Tools Integration: Objects and buildings created using 3ds max™ or Maya® are integrated within the game and editor.


Multi-threading: Support for multiprocessors improves multiplayer by reducing network latency and speeds up CPU computations in various areas.
 
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