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Crysis screens, the latest from CryTek

In case anyone is interested in the tech mentioned in the article, here is the babelfish translation:

"We assume that you beyond that at least 2,0 GHs a CCU and 512 mbyte RAM have should, in order to be able to some extent to play the title. For maximum details you need more power CPUs with two cores most likely clearly might with Crysis in the advantage be. The programmers use a refined distribution of load system, from which hyperthreading chips, dual core CPUs, in addition, half-breeds such as Pentium of extremes edition 840 and 955 or for 2007 planned processors with four cores profit. Possibly Crysis is besides one of the first titles, which support DOS coming DirectX 10 and DOS Shader Model 4,0."
 
Xdrive05 said:
In case anyone is interested in the tech mentioned in the article, here is the babelfish translation:

"We assume that you beyond that at least 2,0 GHs a CCU and 512 mbyte RAM have should, in order to be able to some extent to play the title. For maximum details you need more power CPUs with two cores most likely clearly might with Crysis in the advantage be. The programmers use a refined distribution of load system, from which hyperthreading chips, dual core CPUs, in addition, half-breeds such as Pentium of extremes edition 840 and 955 or for 2007 planned processors with four cores profit. Possibly Crysis is besides one of the first titles, which support DOS coming DirectX 10 and DOS Shader Model 4,0."



my translation: This engine will be exclusive to high end PCs until Xbox720 and PS4 come out, at which time there will be a new, better engine made by either crytek or someone else.
 
Mrbob said:
Wow, this looks crazy.

Those Crytek boys can push technology like madmen.

Regarding consoles, with X360s unified shader architecture, doesn't it really bypass traditional PC convention (DX9, DX10, etc)? Not really sure myself, but I don't know how we judge conventional paths vs unconventional hardware. Maybe the 360 can recreate this engine better than PS3? ;)

360's GPU is essentially DX9 hardware, although the unified shaders make it more structurally akin to the DX10 roadmap. Both GPU solutions in the consoles have essentially the same feature set as one another on the hardware level though. Both use Shader Mark 3.0 (or in PS3's case the OpenGL equivalent). AFAIK the difference between the two graphics chips will mostly come down to how much they can push and how fast, not necessarily "what" they can push. Although with both chips being in a closed platform, developers can really get down to the metal and exploit the hardware (and the API by proxy) in ways PC devs cant.

I expect Crytek's new engine will be predominantly based on Shader Mark 3.0, with some 4.0 "add-ons" for future graphics cards. Much like the original Far Cry, a predominantly SM 2.0 based engine that later had some 3.0 tweaks bolted on in patches. The console ports should be fine.

Maybe the 360 can recreate this engine better than PS3? ;)

Actually it can in a sense, but thats more to do with the CPU side of things. Like BlueTsunami said the 360 engine is based on the PC engine, so that could make their PS3 translation less than satisfactory if they just stuck to a straight port. You're dealing with a very different architecture in Cell. 8 cores with 8 threads to exploit simultaneously (compared to 360's three dual threads which can only be accessed one at a time), but 7 (SPEs) that are less flexible than traditional general purpose computing. Thats why they're going with a seperate sub-engine to take as much advantage of Cell as they can. Like I said before Im pretty curious how optimized it ends up being, and what differences that'll bring. It might struggle more in some areas, or supersede in others. Hard to tell yet. FWIW the rigid body dynamics of their physics engine look pretty sophisticated, and thats right up Cell's alley.

You have to hand it to Crytek for attempting to optimize for so many different configurations and architectures and scale accordingly. x86 vs. PowerPC vs. Cell. 32bit vs. 64bit. Direct X vs. OpenGL, Single thread vs. Multi-thread. Thats a lot of shit on their plate right there.
 
hukasmokincaterpillar said:
360's GPU is essentially DX9 hardware, although the unified shaders make it more structurally akin to the DX10 roadmap. Both GPU solutions in the consoles have essentially the same feature set as one another on the hardware level though. Both use Shader Mark 3.0 (or in PS3's case the OpenGL equivalent). AFAIK the difference between the two graphics chips will mostly come down to how much they can push and how fast, not necessarily "what" they can push. Although with both chips being in a closed platform, developers can really get down to the metal and exploit the hardware (and the API by proxy) in ways PC devs cant.

I read on Beyond3D that Xenos is closer to DX10 than DX9 and has features that are not even in DX10, like MEMEXPORT. Not sure, I'm not a techhead but Beyond3D is sorta interesting to read sometimes, even if a lot of the stuff goes over my head.
 
Akira said:
I read on Beyond3D that Xenos is closer to DX10 than DX9 and has features that are not even in DX10, like MEMEXPORT. Not sure, I'm not a techhead but Beyond3D is sorta interesting to read sometimes, even if a lot of the stuff goes over my head.

From what Ive read feature wise Xenon isnt Shader Mark 4.0 compliant, so its definitely not closer to DX10 in that sense. Architecturally (unified shaders) its closer to DX10 but thats more to do with effeciency of performance, not feature set.

MEMEXPORT like you said doesnt have anything to do with the DX guideline at all (hence not a DX feature), its a completely unique design of ATI's console chip exclusive to 360. I dont understand much about MEMEXPORT to be honest, not really sure how or where its going to be exploited.
 
Just like DX9 games were ported to a DX8 system (Xbox) DX10 games will get ported to a DX9 system (360).

Not without smaller or bigger scaling back of course.
 
So the Xbox 360 GPU is neither DX9 or DX10.

Hard|OCP said:
While most modern GPUs share many architectural similarities, Bob Feldstein and Chris Evenden of ATI went out of their way to explain to me, no matter how hard I tried to convince them otherwise, that the Xbox 360 GPU is very much an original creation. While some will try to tell you that is it simply a modified DirectX 9 GPU, you might be interested to learn that the only API spec that the Xbox 360 hardware meets is its own API. That is correct, the Xbox 360 GPU only meets it own Xbox 360 API specifications. While of course some lessons learned in DX9 and upcoming DX10 were applied, the GPU of the Xbox 360 is very much its own and comparing it directly to anything in the PC world is simply “not right” according to Mr. Feldstein.

http://www.hardocp.com/article.html?art=NzcxLDE=
 
holy crap that looks good, but the truck on fire part just looked very current gen sort of, I could not see trees casting any shadows and the fire just looked bad.

but the rest was like HOLY SHIT!

I hope this game will be out on PS3
 
Keep in mind that this is the same tech-demo that was leaked as a cam version back in September. So that is 5 months old stuff you are seeing there.
 
Translated by Lonely Rabbit from EvilAvatar.com:

The cry 2 engine supports dual core processors.

There are more effects (in terms of lighting I think) on a single tree than some other engines have for a whole game.

The aim/goal(?) of the cry2 engine is to have everything dynamically lit in real time, interactive and destroyable. The sun goes from east to west, clouds and gigantic rock formations throw their shadows properly over every piece of the jungle.

Amongst the cinematic tools there's a speed effect (motion blur?). Objects lose their contours in fast manouvres and only objects in the middle of the picture are focussed.
(Caption to picture of aircraft carrier with yellow vest guy) The cry 2 engine puts emphasis on details like the lettering on the rocket or the vest of the deck officer. The vertical jump jet in the background can navigate around all objects itself.

There are no perceptible level boundaries (mentioned in the context of aerial battles).

You can save freely.


Developers are guessing at only ten hours of playtime, the multiplayer component will be emphasised.
Beside normal deathmatch and team deathmatch is a mode that pits two teams tactically against each other. Artifacts from the middle of the map can be redeemed for new weapons, upgrades and vehicles at each team's base. Robbing the opposing team of an artifact makes them lose those skills.
Crytek unsure of a release date at the moment but guessing at 4th quarter 2006.
(Caption with the sunset) We mounted a silencer for the night deployment. Our compass appears to be broken however; the sun is going down in the north.
Long section which I skimmed over concerning comrades/killing them off, a molecular accelerator weapon, alien enemies, some strange hot/cold/ice dynamic that links in with your nano suit, and using that in combat/shockwaves striking aliens within a 50 metre radius. If people really want that cleared up I'll translate it properly if you ask.
It seems to say there aren't bosses in the game, but some enemies are so huge that you actually have to climb them to defeat them (sounds like a boss to me). Boots with magnetic soles assist you, the aliens are studded with metal (?).
You cannot command team mates, yet they will work together with each other in sieging positions.
Again, skimmed, but it seems some large calibre weapons are tied to your nano suit power and just a couple of shots may drain it.
No cutscenes, they want the player to experience story progression in normal game mode.
Aliens require sub zero temperatures, have a giant ice machine/snow canon which has transformed part of the island to make it inhabitable.
Nano suit keeps Jake (protagonist) hot or cold depending on area of island.
Something about American and Korean troops, I'm not sure if they're working together or opposed or what. Maybe that damn Kim Jong Il sent troops to assist the aliens.
While you can't influence the main story outcome, there are many variables along the way, for example Jake might have a romance with a pretty female soldier, to try and give high replayability.

Trying to make everything destroyable, Level Designer Sten Huebler is quite proud; "The times when a pathetic branch will stop your jeep are gone." Branches can be snapped off trees, plants trodden underfoot etc.


Through an easy menu you can mount silencers/telescopic sights/laser pointers.
Ah now thinks make sense, I've been reading this article backwards... A flying object crashes on an island that doesn't seem like a meteor. The North Koreans send their fleet to investigate. So does USA. I think forces are at first opposed till you find the aliens and then you work with the Koreans. Aliens using a giant ice canon to freeze the island as the need sub zero conditions to live.
The level they saw, air insertion, and from the apparently endless sky to the jungle below and the corral filled ocean there were no distracting loading times.
Start off investigating the flying object, dealing with korean patrols, scanning matter from the found object similar to in Condemned.
Minimum requirements, Cevat Yerli, director of Crytek says is a Shader 2.0 Graphics card. They (article authors) are assuming that you'll also need at least a 2.0Ghz CPU and 512 MB ram top play the title ok. To play at maximum settings you'll need a lot more power and CPUs with two cores are taken advantage of in Crysis. The programmers use a sophisticated load distribution system from the hyper threading chips, dual core processors, but also hybrids like the pentium extreme edition 840 and 955, or to profit from the planned processors with 4 cores in 2007. It's possible that crysis will be one of the first titles to support the coming direct X 10 and shader model 4.0. Suitable cards should appear in the second half of the year.

Sounds insane !!!
 
Yay to shorter games! :)

EDIT: atually I don't know, I guess a really good game I would want to be longer too. (unending)
 
another translation
http://www.nvnews.net/vbulletin/showpost.php?p=797066&postcount=17

http://www.nvnews.net/vbulletin/showpost.php?p=797261&postcount=23

http://www.nvnews.net/vbulletin/showpost.php?p=797322&postcount=29

The Story

An unknown object (not an asteriod because it didn´t cause enough damage) hits an island in the Pacific, and the North Koreans send their army to investiage the issue, and so does China and the US sends two carrier there as well. The tensions between the NK and US are close to a war, so the US starts a CovertOp and sends in Jake Dunn (our character) and a small team to infiltrate and investigate the situation on the island. He and his team make a HALO jump at night and unlike in "NOLF", this isn´t a special level but we actually fall several miles thru air and the beautiful volumetric clouds and can steer our ´chute onto the island beneath us. There are no annoying level loadings and every object casts his own shadows which move accordingly as the times passes by just like in real life.

At first Dunn and his men are sneaking thru the jungle, listening to what the NK soldiers are saying, and investigating artifacts in a similar way like you can do in "Condemned" with a scanner and after sending it to your carrier you´ll receive ammo drops or weapon modifications.
more at link..
 
if they are saying you will only require 512 MB of ram with 2.0 Ghz Intel Pentium 4 or similiar processor then this could be easily done on PS3 and Xbox 360
 
Akira said:
So the Xbox 360 GPU is neither DX9 or DX10.

http://www.hardocp.com/article.html?art=NzcxLDE=

Well neither is RSX since it'll be using OpenGL and Cg. ;) I think all he's saying there is that DX is the layer, not the hardware itself. Since ATI's chip is in the closed platform of a console their own API applies and they can get past restrictions of DX (as well as add something like MEMEXPORT), just like Nvidia has their own API (Cg). In that sense any G70 derivative in the PS3 is also a bit beyond Shader Mark 3.0. But both chips are still mostly analogous to DX9/SM 3.0 hardware when its all said and done. Fully SM 4.0 featured chips havent even taped out yet.

Just to reiterate Im not trying to downplay Xenos if it seems that way. I think its a powerful and exciting design, but the notion going around some circles that its "future proofed DX10 hardware" is pretty much hyperbole.

Um OT, Crysis sounds hot. :)
 
quiznos said:
if they are saying you will only require 512 MB of ram with 2.0 Ghz Intel Pentium 4 or similiar processor then this could be easily done on PS3 and Xbox 360

Those would be the minimum requirements. PC devs always have to make sure they can scale to the lowest common denominator as possible. What seperates a team like Crytek is they're really making the effort to optimize over a broad range of scale and architecture.
 
found some interesting facts on the Xbox 360 GPU handling this. we know this game will support Shader Technology 4.0 which will come besides DX10. interesting thing is that PS3 is shader 3.0 while here is xbox 360's custom shader (no its not shader 3.0)

Shader 3.0 instruction slots: more than 512, Xenos : 4000
Shader 3.0 max instructions executed: 65535, Xenos: 500,000
Shader 3.0 temp registers : 32, Xenos: 64
Shader 3.0 texture samplers: 20, Xenos: 48

and so on, here: http://www.beyond3d.com/articles/xenos/index.php?p=09

so Xbox 360 seems to be more closer to Shader 4.0 than Shader 3.0 is
 
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