Crytek: Features of the Cryengine 3 explained - page 3
• Real-time Dynamic Global Illumination
CryENGINE 3 features a novel real-time dynamic global illumination solution, fully optimised for current and next generation platforms. For the first time - without pre-computation or geometric limits - you can experience light-bounces, colour bleeding and specular effects in a real-time game engine - unified for all static and dynamic objects.
• Deferred Lighting
The CryENGINE 3 unique deferred lighting solution allows the rendering of a vast amount of light sources with per pixel shading efficiently; and simplifies engine performance tuning across multiple platforms.
• Natural Lighting & Dynamic Soft Shadows
CryENGINE 3 features near-reality natural lighting at low-cost on multiple platforms; and creates soft shadows that dynamically respond to natural movements in real time. High-resolution, perspective correct and volumetric smooth-shadow implementations are also included in CryENGINE 3.
• Volumetric, Layer & View Distance Fogging
Clouds, smoke, visible gases and fog banks are all rendered realistically, allowing physical phenomena, such as; ground-hugging; realistic reduction in visibility and contrast, and interaction with dynamic lights and shadows.
• Normal Maps & Parallax Occlusion Maps
CryENGINE 3 includes parallax occlusion mapping, for all supported platforms, to give a sense of depth to a surface texture applied to a polygon, to achieve realistic levels of detail without needing hi-poly models, for example the relief surface structure of a brick wall or a cobblestone street.
• Screen Space Ambient Occlusion
First pioneered by Crytek in 2005 and now used in most high quality graphics engines, SSAO provides a real time simulation of ambient light occlusion, to provide the real darkening of edges and corners as in the natural world. This high performance solution creates a low overhead on all platforms, with a very high quality result. CryENGINE 3 provides improved visual functionality alongside the fastest implementation of SSAO available on Xbox 360, PlayStation 3 and PC.
• Uber Shader Technology
CryENGINE 3 shaders are written once in a high level language, then compiled automatically to each platform. The shader output is optimized based on the artists' settings and the 3D environment in which the shader is used. This creates high performance unique effects, such as: "cloaking”, wet, muddy, and frozen surfaces, which can be layered together and combined with other shaders, such as: metal, glass and other visual effects. CryENGINE 3 supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate windows, bullet holes, shiny surfaces and many other effects. CryENGINE 3 also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology allows CryENGINE 3 to avoid the traditional shortcomings of Uber Shaders alone.
• Eye Adaptation & High Dynamic Range (HDR) Lighting
Eye Adaptation is used to simulate the human eye's adaptation to sudden or extreme changes in lighting conditions, like dark indoor environments suddenly transitioning to bright sunny outdoor environments, while HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered.
• Pristine Motion Blur & Depth of Field
Motion Blur can be applied to individual objects (object based motion blur) and to an entire scene (screen based motion blur); Depth of Field effects can be defined easily with the multi-platform WYSIWYP editor. CryENGINE 3 now implements the highest quality for these effects at a low performance cost, across all supported platforms.
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