The true power of CryENGINE 2: maps 458 times bigger than Earth's surface!

has to be said though, size of landscape adds so much to a game, i didnt feel it much in oblivion (maybe cos of fast-travel?) but in ES:Morrowind the world just felt massive, walk in one direction for like up to an hour, over mountains, through caves, camps villages etc just to cross the island. Now that was just a well crafted 2-3km square at best. if anyone ever managed 10-50 km square it would be a remarkable environment for any game. As stated tho we need big leaps in computational power, solid state super fast storage, 10's of gig of ram and processors outputting 10's of Ghz.

On the subject of quantum computing, as i understand them (and from science literature here not TV and sci fi) proper quantum CPU's process instantly as all the processing is done in another dimensional state where time doesnt apply, thus a true quantum computer is probably far TOO powerful even for something like this. But the cut down hack jobs that we will start off with will prolly do the trick. I hear the synthetic diamond substrate bond principle is being proffered as a stable solution, time will tell.
 
Quantum Computing is on the horizon and there has been a few quantum processors developed already, pretty sure that will be the next step after silicon etc.

KNiVES wtf is that signature, it really freaks me out and hate seeing it everywhere :P

quantum computers are ompletely useless for rendering graphics though.
 
As I understand it, so far they're completely useless for pretty much anything.

So far they don't really exist.

Secondly, the use of quantum computers is somewhat limited. Makiing algorithms that actually benefit is not easy.

You just get a massive parallelism effect.
E.g., given a Function, F(x), you can apply the the function for all numbers 0-255 simulataneously for an 8qubit computer. seful for fast factoristion but not useful for rendering a pre-defined environment.

E.g. you could render the sky Blue and Orange at the same time (i.e, 2 different states) with the 2 different outputs seperate, but you couldn't render the sky any faster.
 
Currently studying quantum computing for my masters.

All very interesting, but most likely a good 10+ years away.

And has been said, not necessarily much help when it comes to this sort of thing.
 
imagine playing in a land like oblivion, but infinite things to do, infinite places to explore, different landscapes, weather conditions. and every town you come to has a different person. you could steal a horse and ride for hours to the next village (or time warp being a computer game) and it would be a whole new experience. i cant wait for games like this! :D
 
It really doesn't mean all that much considering the area of a map is relative to the scale of objects in it. For example if you had a map 100sq km big, if you just shrink everything in it by half, you now have a map 200sq km big.

This is soemthing I've wondered about for ages. In things like halflife 2 mods, people often complain about not being able to have really huge maps, I'v always thought, why not justsacle everything down, if everything was done at a smaler scale, buildings doors, weapons etc etc they'd surely be able to give the impression of much larger maps, so why don't people do this?

Valve
 
Doesnt this just mean CryEngin2 can handle a map with 68,719,476,736 square kilometers of texture? Meaning you could have a map 68,719,476,736 square kilometers big, but it would just be flat. the moment you start adding any depth or terrain youd have to reduce the size of the map.
 
This is soemthing I've wondered about for ages. In things like halflife 2 mods, people often complain about not being able to have really huge maps, I'v always thought, why not justsacle everything down, if everything was done at a smaler scale, buildings doors, weapons etc etc they'd surely be able to give the impression of much larger maps, so why don't people do this?

Valve
When modding an existing game it can be tricky to scale absolutely everything down, because there may be some things hardcoded that you don't really have access to as a modder. Plus the issue with big maps may not be down to the actual size as such, more to do with the amount of stuff in it. For example it might be easy enough to scale things down to make a large map that's just a big plane with a few trees dotted around, but if you want to make that into a huge forest, you've now got hundreds of trees.

An engine designed for large maps will scale well when there's a lot of stuff in it. Like in GTA, the map loads into memory as you are going along. Where as in HL2, I presume the whole map is loaded into memory all at once because the game is designed for relatively small maps. If that's the case you're going to run into problems if your map has too much stuff in it.

So the statement "maps can be x sq km big" doesn't say a lot by itself, because most of that space could be filled with nothing.
 
Here is an interesting fact:
68719476736 = 2^36

I would have thought something closer to a 2^32.
But anyway, this just indicates the maximum size of a floating point variable basically. Wow.
 
Here is an interesting fact:
68719476736 = 2^36

I would have thought something closer to a 2^32.
But anyway, this just indicates the maximum size of a floating point variable basically. Wow.

It wouldn't be a floating point I don't think. A 32 bit float's max value is about 2^128.
 
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