Crytek: Features of the Cryengine 3 explained - page 6
CryENGINE 3 Achieve Your Vision At Maximum Speed
In 1999 Crytek started to work with a novice team on ambitious game that no existing technology could deliver. Concentrating our efforts on CryENGINE as much as our games, we improved as developers. Great tools make great developers! The benchmarks that Crytek set for graphics performance and quality are matched by the performance and quality of the development tools our internal teams and engine licensees all utilize. CryENGINE 3 features many innovations to accelerate development and ensure teams are able to maximise their own creativity without delays or painful development processes multi-platform game content.
• Performance Analysis Tools
Powerful instrumentation features allow the developer to analyse engine performance in real time, create detailed memory usage reports, and run automated walkthroughs of each level to get consistent test results from build to build.
• CryENGINE 3 Sandbox Development Layers
In a similar fashion to most professional art programs, CryENGINE 3 Sandbox features a layers system allowing controlled separation of a game level. By locking any elements into (up to) 256 layers, each can be worked on in parallel, exported, imported and merged. This system allows an entire team of developers to simultaneously make changes on a single level, without concern of impacting colleagues' work. Such unequalled parallel control of levels; local, layered source control of assets; and clearly organised level data management materially increases development progress.
Polybump, the CryENGINE 3 normal map creation tool has again been enhanced to take advantage of multicore hardware and 64-bit operating systems. Crytek developed Polybump in 2001 and shipped Far Cry in March 2004, as the first game ever to feature normal mapping, powered by Polybump. Polybump can be used as either as a standalone utility, or fully integrated with other tools, such as 3ds Max. Polybump creates a high quality surface description that allows quick extraction of surface features like normal maps (tangentspace or object-space), displacement maps, non-occluded area direction, accessibility and other properties. The extracted information can be used to render Low poly models with surface detail almost indistinguishable from higher-poly models at high-render speeds. The data is stored in a intermediate file format so it can be exported in different ways without doing the computation again. Even very high polygon counts (e.g. 10 million triangles) are processed quickly with the improved Polybump technology.
• Offline Rendering
Creating streaming videos or still images from within the game is made easier by the inclusion of specific console commands which can output a scene at any arbitrary screen resolution and/or aspect ratio, including generating auto-stitched panoramic views for use on 360 degree projection video displays. Creating marketing material becomes a matter of a single button-press!
• Resource Compiler
Resource Compiler Assets are compiled from their original formats to an optimized platform dependent one by the resource compiler at project build time. This allows making global changes (e.g. mipmap computation, mesh stripification) to the output data depending on presets and target platforms without affecting the final level loading times, or requiring developers to keep multiple versions of assets on hand for different platforms.
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