FirebarUK said:EA!? didn't know they were publishing it. We're doooomedd!
oh dear !
Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.
FirebarUK said:EA!? didn't know they were publishing it. We're doooomedd!
"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.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.
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.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.
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.

ugly ferret said:
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.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.
ugly ferret said:




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![]()
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.