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CRYENGINE - Realtime Screenspace "Killzone Ray-Tracing" Reflections Showcased

YouTube’s member ’18T220′ has released a new video for CRYENGINE, showcasing some real-time screenspace reflections. These reflections are similar to those found in the latest Killzone title that Guerrilla Games refers to as ‘ray-tracing reflections’.

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Trunkz Jr871d ago

This is why people should be checking out Miscreated (being made with cryengine) instead of DayZ, pretty much they took the best aspects of Rust and DayZ then blam - DayZ with building bases and awesome graphics.

Check it out.

http://steamcommunity.com/s...

Plyzz871d ago

Considering that that is pre-alpha gameplay, that's pretty impressive!

badhomaks871d ago

That's the thing with cryengine, you don't need to work hard to make it look good.

Talidan871d ago

CryEngine doesn't automatically mean it will be amazing looking though.

State of Decay is one of the ugliest CryEngine games I've ever seen.

Reverent871d ago

Play it on PC with Ultra settings. Sure there are some bland models here and there, but the environments and lighting are beautiful.

Talidan871d ago

@Reverent
Only way I play it. Still ugly compared to almost any other CryEngine game.

Codewow871d ago

Eventually all of these games are going to be exactly the same, not graphics comparisons, but gameplay-wise... Though I am hoping DayZ doesn't have such bland structures like that with their base building...Same problem I have with Rust right now.

Trunkz Jr870d ago

Never mind graphics, DayZ is trying to force an Engine to do something it wasn't made to do, so Yes their weapon system is great, but the melee, entering houses, lots of other stuff is just flat out horrible.

Be honest now, how many houses have you tried to Run into on DayZ and clip the door or get stuck trying to get in?

candy_mafia871d ago (Edited 871d ago )

Killzone Shadowfall's Ray-Tracing techniques made the environmental lighting and reflections look extremely natural.

Nice demo! :)

Give_me_head_strong871d ago

But the Killzone Ray Path technique only reflects on flat surfaces, it isn't advanced enough to reflect the scene in real time on curved surfaces.

candy_mafia871d ago (Edited 871d ago )

@Give_me_whatever_strong

'But the Killzone Ray Path technique only reflects on flat surfaces, it isn't advanced enough....'

Wat!! Really??!!

WTF!!!

Think I'm gonna trade my PS4 and my Apartment for a Super Computer Rendering Station, the type they use for Hollywood CGI. Sure I seen them on sale for about $90,000.

Thanks for the advice!

S/

Anonagrog871d ago (Edited 871d ago )

That's not correct at all. You use human terms like "flat" and "curved", when all 3D geometry is handled as a polygonal mesh at the end of the day. "Flat" and "curved" means nothing in this context here.

SSR is a post-process requiring the current scene already be drawn. This is where the primary limitation comes from. We need access to surface/fragment normal and depth information to determine the direction and limits for our ray marching search. There are a fair number of limitations that come with SSR, yes, but the "flat" versus "curved" thing that you mention isn't one of them.

Anonagrog870d ago (Edited 870d ago )

Well, I can't say that I'm surprised to get 'disagrees' on this site. One might suggest I provide a list of references next time, but this crowd will probably find fault there too.

Maybe a publicly accessible Gamasutra article from an ex-CD Projekt Red and current Ubi Montreal staffer will help: "... It works properly with curved surfaces, waves on the water, normal maps and different levels of reflecting surfaces." [1]

Want more references? Well, how about learning it the old fashioned way? Hoffman, Möller and Haines' 'Real-Time Rendering 3rd Ed.' is a pretty good (more than "good" in fact) start!

[1] http://www.gamasutra.com/bl...

Errefus871d ago

Nice, looks interesting.

Speak_da_Truth871d ago

Kz shadow fall is one of my top 3 best looking games on nextgen so I can't wait to see how Guerilla games new IP looks

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