L B Posted December 13, 2009 Share Posted December 13, 2009 http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/A_bit_more_deferred_-_CryEngine3.ppt Nice features to look at, including improved SSAO with normals. I always wondered, why is our SSAO so strict? Appears to me it only covers the edges, not a wider area, like in CryEngine. Of course, there's a lot of talk about GI in there, but I think Josh might just as well pop the head of the next person who asks for it. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 13, 2009 Share Posted December 13, 2009 Check my gallery pics. I already implemented a raytracing approach that is probably similar to what they did. It's just not quite ready yet. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 13, 2009 Author Share Posted December 13, 2009 Check my gallery pics. I already implemented a raytracing approach that is probably similar to what they did. It's just not quite ready yet. I saw it, but I thought you used it for reflections, not for ambient shadowing. Quote Link to comment Share on other sites More sharing options...
TylerH Posted December 13, 2009 Share Posted December 13, 2009 You can use ray tracing for almost everything related to lighting. It always was the best solution to the lighting equation in my opinion, but CPU ray tracers were always very slow. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Masterxilo Posted December 13, 2009 Share Posted December 13, 2009 Nice find! I always said bumpmapping and specular lighting should be used in shadowed areas too. (IBL, see slide 17-19) And I wonder why they didn't use the normals from the normal maps for the ssao from the beginning (slide 14). Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
TylerH Posted December 13, 2009 Share Posted December 13, 2009 Nice find! I always said bumpmapping and specular lighting should be used in shadowed areas too. (IBL, see slide 17-19) And I wonder why they didn't use the normals from the normal maps for the ssao from the beginning (slide 14). They probably did, but then disabled it so they could have something new for CryEngine 3. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Michael Betke Posted December 14, 2009 Share Posted December 14, 2009 CE2 got some unfinished features like dynamic occlusion maps. It's a function in the editor which is a bit hidden and not always working. I'm curious if there will be the possibility some day to use some kind of dynamic/static lightmaps on a low end rig and have all the shader and dynamics on a high-end PC. All these current gen engines are lacking of visual fidelity if it comes to setting others than medium. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
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