They'll have a higher quality version up later, apparently.
http://www.youtube.com/watch?v=JWvgETOo5ek
Tesselation is obviously more intelligent / put to better use than Crysis 2, this is probably a no brainer considering how DX11 there was blatantly rushed out the door. Control over it is considerably more fine grained in the SDK / newer engine revisions so woop. Shadows and lighting look pretty excellent overall. Also next-gen as fuck toads.
edit: here is the 1080p version!
Straight from Crytek in high quality:
http://www.crydev.net/dm_eds/files/General_Downloads/C3_TECH_TechTrailer_FINAL_1080.mov
I uploaded it to youtube too, don't know if they'll let it stay and the quality might suffer a bit, but if you're lazy might as well give it a shot
http://www.youtube.com/watch?v=rPHvvb5-KvU
and what someone from Crytek has to say about it:
http://www.youtube.com/watch?v=JWvgETOo5ek
Tesselation is obviously more intelligent / put to better use than Crysis 2, this is probably a no brainer considering how DX11 there was blatantly rushed out the door. Control over it is considerably more fine grained in the SDK / newer engine revisions so woop. Shadows and lighting look pretty excellent overall. Also next-gen as fuck toads.
edit: here is the 1080p version!
Straight from Crytek in high quality:
http://www.crydev.net/dm_eds/files/General_Downloads/C3_TECH_TechTrailer_FINAL_1080.mov
I uploaded it to youtube too, don't know if they'll let it stay and the quality might suffer a bit, but if you're lazy might as well give it a shot
http://www.youtube.com/watch?v=rPHvvb5-KvU
and what someone from Crytek has to say about it:
Cry-Adam said:It's all new tech in CryENGINE, would be a bit of an odd tech trailer if it wasn't
Real-Time Volumetric Cloud Shadows - This is the first time they've been volumetric shadows (interact with fog). The cloud shadows are also now fully deferred and projected on all objects in the environment and not just the terrain.
Pixel Accurate Displacement Mapping - We'll have more info on this at a later date. The important thing to know is that it does NOT use tessellation and no other tech is able to do this yet.
Tessellated Vegetation - Until now, vegetation hasn't been able to be tessellated due to some limiting (albeit other awesome tech!) factors which we've managed to overcome for an all-encompassing solution.
Lens flares - A host of new flare types that react in different scenarios, dynamic & artist defined.
Procedural HDR Flares & Shapes - Until now these haven't been shaped (like bokeh effects, rather than just a bloomy circle) and are procedurally processed in real time.
3rd Gen GI - Now processes glossy reflections.
Water Caustics - Caustics now process above (and improved below) water level, reflecting on nearby surfaces.
Volumetric Fog Shadows - These may look like sunshafts but they're not, they're shadows being received in fog. Sunshafts only appear when you look at the sun. Volumetric Fog Shadows are evident from all angles and you can also follow the outline of the shadow they produce from the caster all the way through the fog to the ground.
Area Lights - More info on this at a later stage but no one else is using area lights like this in games yet either.
Particle FX Lighting - The particle system in C3 underwent optimisation and received improved approximation for lighting details so we can do more, better.
Cloth & Vegetation simulation - The vegetation system has undergone backend revamping to allow better interaction with the world & players more realistically and to perform better than ever before. Cloth also reacts more realistically with wind and bending.
This is just some of the tech we're working on here and we're excited to talk about more in the future
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