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  CryENGINE™ 2 Specifications - Articles
  Posted by: Hfx-Rebel on 03-20-2007 @ 19:33 - Source: CryTek
This News Item has been viewed 7,587 times
CryTek has posted an interesting article on the specifications of the 'CryENGINE™ 2', which will come complete with all of its internal tools and also includes the CryENGINE™ 2 Sandbox world editing system. The engine supports all video and hardware currently on the market. New hardware support is constantly added as it becomes available.

A number of items are talked about in this article:

  • Polybump™ 2:
    • Polybump™ 2 can be used as either as a standalone utility, or fully integrated with other tools such as 3DS Max™. This tool creates a high quality surface description that allows quick extraction of surface features like normal maps (tangent-space or object-space), displacement maps, unoccluded area direction, accessibility and other properties.

  • Next Generation Real-Time Renderer:
    • Our renderer provides seamless support for both indoor and outdoor environments on DirectX9 and 10, as well as support for next generation consoles such as the Xbox360 and PS3 (under development).

  • Real Time Lighting and Dynamic Soft Shadows:
    • CryENGINE™ 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements.

  • Volumetric, Layer and View Distance Fogging:
    • Create clouds or fog banks which can hug the ground and realistically reduce both visibility and contrast, and properly interact with both dynamic lights and shadows [...]

  • Normal Maps and Parallax Occlusion Maps:
    • Normal maps are used to project the contour details of a highly detailed object onto a low polygon model by using a high frequency compressed (3DC/BC5) texture in place of the polygon’s surface normal in lighting calculations. CryEngine2 also supports parallax occlusion mapping to give a greater sense of depth to a surface texture applied to a polygon, such as could be used to realistically emphasize the relief surface structure of a brick wall, for example.

  • Integrated Multi-threaded Physics Engine:
    • Can be applied to almost everything in a level, including trees and vegetation, to realistically model reactions to forces like wind currents, explosions, gravity, friction and collisions with other objects, without the need of specialized coprocessing hardware.

  • Character Animation System:
    • Our new character animation system considerably advances the state of the art in real-time human, model and vehicle animation. A fully integrated character editor allows animations to be previewed inside of CryENGINE Sandbox2, while our extremely powerful animation graph allows an animator to visually define the animation states of a character, and the allowable transitions between those states.

This is definately some interesting information, and well worth the read! Check out the whole article

Images courtesy of Crytek.

          Next News Post 03-23-2007 @ 17:59 - FileFront Network Insider #89
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The following comments are owned by the user that posted them. FarCry Files is not responsible for their content.

Total comments: 3 | Last comment: 04-19-2007 at 00:39

 #1 - 03-25-2007 at 03:56
Joined: October 1st, 2004
Posts: 1117
"Without the need for special coprocessing hardware" seems to refer to the PhysX card. I hope you can run the physics stuff on the physics card if you have one though.

 #2 - 04-06-2007 at 18:34
Joined: May 1st, 2006
Posts: 29
hmm doubt it, they would have to do a deal with physX and if the logo isn't there then... but if you have a dual core or quad core processor the physics should run better... Its a bit like those new multithreaded source engine games. You know that they actually are considering ditch the GFX card and just having multicore CPU's. NO!!!!!!!!!!

 #3 - 04-19-2007 at 00:39
Joined: May 19th, 2003
Posts: 249
All about the 8000 series Nvidia cards with the new geometry shader and being able to multitask process to unused areas of the core. Means the cards can handle the physics as the chip will bounce it to unused areas of shader processing.

Explanation is somewhat confusing and Im sure kinda wrong, but what it comes down to, prior to the 8000 series pixel shaders could only be in pixel shaders. Vertex shaders the same thing. In comes 8000 series and a new shader called geometry and the ability, if one is being over used, and another underused, it can jump over. This also means physics processing can be implimented on unused areas of these 3 areas of the vcards cpu.

Course, dont have an 8000 series card, and obviously it bumps down to your CPU.

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