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CRYTEK: Robinson The Journey announced

Well, you won't run it at that fidelity on your grandma's toaster that's for sure.
IMO, this game has somewhat restrained visual fidelity - for Crytek's standards anyway. I think they want to make sure you don't need dual titans or whatever to make it playable
 
GDC2015 Demo run on a Titan X with 100-110 fps.

So i can see this running optimized on Oculus target specs of a 970, which won't make you toast though.
 
I have a VERY VERY bad feeling about this. This will probably turn out to be another Robinson's Requiem, a game where you play the biggest hypochondriac in the galaxy. Oh, the horrible memories...

But maybe it will have nothing to do with it...

You take that back! Robinson's Requiem was awesome
 
Well, you won't run it at that fidelity on your grandma's toaster that's for sure.
I mean, those screens look like they're pretty clean IQ-wise, so I don't know if that's intentional to minimize the aliasing in VR or if they're kinda just bullshots or whatnot.

I'd hope that my GTX970 could do those visuals more or less. I'd be super happy with that. They're not exactly Ryse-level Crytek graphics, but for what VR demands, it's pretty damn spectacular and I cant even imagine how awesome it'd feel to see those visuals within VR, as if you're there in that world.
 
I mean, those screens look like they're pretty clean IQ-wise, so I don't know if that's intentional to minimize the aliasing in VR or if they're kinda just bullshots or whatnot.

I'd hope that my GTX970 could do those visuals more or less. I'd be super happy with that. They're not exactly Ryse-level Crytek graphics, but for what VR demands, it's pretty damn spectacular and I cant even imagine how awesome it'd feel to see those visuals within VR, as if you're there in that world.
I think those are heavily supersampled shots, but Valve recommends at least 4xMSAA for VR. In my experience with DK1 and DK2, IQ is incredibly important given the relatively low resolution (and this will still be true on the final devices).
 
Durante said:
In my experience with DK1 and DK2, IQ is incredibly important given the relatively low resolution (and this will still be true on the final devices).
Yep, aliasing tends to destroy stereoscopy, among other things. On a related note - high-quality temporal-AA methods translate quite well to VR.
 
I seriously hope that their VR game allows MSAA (Cryeingine is one of the last engines to actually have good MSAA coverage).

Those screen s look supersampled though.
 
Yep, aliasing tends to destroy stereoscopy, among other things. On a related note - high-quality temporal-AA methods translate quite well to VR.
In my tests with VR in UE4, I felt that temporal AA (and i'd qualify UE4's as high quality) works well for combating aliasing, but it also significantly affects the sharpness of detail, especially at a distance. Since we don't have much resolution in the first place, I used UE4's built-in downsampling instead for my VR demo and only a small number of temporal samples (obviously this has a huge performance impact compared to just temporal AA).

It's probably possible to tweak the temporal AA to be more suitable to VR to some extent, but you'll always lose some definition.
 
Durante said:
It's probably possible to tweak the temporal AA to be more suitable to VR to some extent, but you'll always lose some definition.
How far a distance are we talking about, and what headset? DK2s already do such awful things to the image, you don't get much definition to begin with.

But agreed, of course there's always a tradeoff, and we can't avoid at least some supersampling to begin with due to limitations of linear-projections either. I think distant stuff could also eventually be cost-effective to at least 2xsupersample because you can technically get away with rendering anything past-some-distance trehshold with stereo-reprojection(or even just plain one eye) with little noticeable difference. But I've yet to do any real testing of how that's perceived by actual human-subjects :P
 
How far a distance are we talking about, and what headset? DK2s already do such awful things to the image, you don't get much definition to begin with.
DK2, and really, it was significant even at short distances for small detail (e.g. text). And while better HW will be better obviously, the fact that I saw a marked improvement in clarity with fewer temporal samples and more downsampling shows that it's not just the display.

But agreed, of course there's always a tradeoff, and we can't avoid at least some supersampling to begin with due to limitations of linear-projections either. I think distant stuff could also eventually be cost-effective to at least 2xsupersample because you can technically get away with rendering anything past-some-distance trehshold with stereo-reprojection(or even just plain one eye) with little noticeable difference. But I've yet to do any real testing of how that's perceived by actual human-subjects :P
Sounds reasonable, but how would you implement that effectively in practice?
Actually, it shouldn't be too difficult. Modify the projection in a shader starting from some distance and then do a depth-dependent composite of each eye view into the other at the end?
 
Sorry for the spoiler, but- there WILL be dinosaurs in the game.
Ok, i take geometry comment back. That draw distance.
Close detail isnt utterly amazing, but i think they went with the scale on this one.

back-to-dinosaur-island-2-robinson-the-journey-prototype-e3-2015-1.jpg


back-to-dinosaur-island-2-robinson-the-journey-prototype-e3-2015-4.jpg


back-to-dinosaur-island-2-robinson-the-journey-prototype-e3-2015-2.jpg

Found some moving footage.(you might scream at the video guy though)

https://www.youtube.com/watch?v=KoSnj7Zwj8o

They way this seems to be optimized (while still looking awesome, geometry and decal detail is scaled down from back to dinosaur island 1) tells me there will be indeed a version for the Morpheus.

back-to-dinosaur-island-2-robinson-the-journey-prototype-e3-2015-3-700x394.jpg

AWESOME!
 
Been there on the first page, hoping for PSVR.

Now I'm here and I'm very happy, will definitely get it, hopefully a launch title.
 
Trailer was mindblowing. I dont see it running in the same quality on PS4 to be honest.

Seeing the Until Dawn's VR game and then this was strange.
 
Yeah, I'm not sure what the point of that trailer was. Just rendering those graphics on the PS4 would be very impressive, but rendering the scene twice (for each eye) at 60 fps? No way...
 
Eh I'll believe it when I see it. I just can't buy into CGI faux-gameplay trailers anymore, especially when it's Crytek we're dealing with. They haven't made a good game for.... a while now.
 
I highly doubt if it's true PSVR exclusive. Time-exclusive I can see but not full exclusive since Crytek wants to show off them tech muscles in VR...which requires quite a bit of horsepower no?

But at the same time, if this experience is fully on-rails like I suspect, does it require even close to the same horsepower as a fully interactive VR experience?
 
Huh, odd. The PGW stream said "PlayStation 4 first", not exclusive... You'd think Sony would get their exclusives straight.

Unless PSVR will support PC! ;)
They said 'exclusive' on stage. They carefully said 'console exclusive' with some other titles.
 
Probably wrong thread to ask this, but am I right in thinking these VR game will take a big hit on game's performance?, like for example on morpheus the games wont/cant look as good as The Order, because it has to render the scene twice, is that correct?.

Not just that but the game also has to run in 60fps at the least (I think for Rift and Vive the minimum framerate is even 90fps but don't quote me on that). That in and of itself would already mean a hit to the visual fidelity compared to 30fps games but then, like you said, the game also needs to render two images. I'm not sure how much the two-image thing affects performance, though. I would assume that that probably depends on whether the two images combined are higher in resolution than, say 1920x1080 (and I'm not familiar enough with the specs to say whether they are or aren't - though I'm pretty sure they are for the PC headsets). This is just me making assumptions, though. I don't actually know a whole lot about this sort of stuff so I may well be wrong.
 
I'm so hyped for all this new VR stuff coming out, now just need to find the money to buy all the different headsets haha.
 
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