REALTIME GLOBAL ILLUMINATION (GI) in CRYSIS 2 ?

Post » Fri May 22, 2009 4:30 am

In first CRYSIS we have the REALTIME AMBIENT OCCLUSION (screen space ambient occlusion).
In 2007 It is revolution for interactive applications, AO give good help for game developers!
What next? GI ?
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Paula Rose
 
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Post » Fri May 22, 2009 1:56 am

For those who does not know:
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The Ambient Occlusion it is effect which helps to see small details of geometry on 3d objects.
It shades internal edges of geometry. It works as the simplified simulation diffuse light or sky light with radius limit.
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The realtime GI it is simulation of diffuse reflected light with color bleedings and with radius limit too.
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Brooks Hardison
 
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Post » Thu May 21, 2009 5:20 pm

CryENGINE3 supports screen-space global illumination, in the same way that we don't have 'proper' AO but SSAO instead.
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maya papps
 
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Post » Fri May 22, 2009 7:23 am

[quote]CryENGINE3 supports screen-space global illumination, in the same way that we don't have 'proper' AO but SSAO instead.[/quote]
As far as I have understood cryENGINE3 has an opportunity to display both effects simultaneously: SS AO and SS GI?
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biiibi
 
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Post » Thu May 21, 2009 9:42 pm

[quote]As far as I have understood cryENGINE3 has an opportunity to display both effects simultaneously: SS AO and SS GI?[/quote]
Yes, that's correct.
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Alkira rose Nankivell
 
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Post » Thu May 21, 2009 4:55 pm

/thread hijack

Yay Ruans here!!!!

/end thread hijack

um.. Nice teccy talk there :/
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JLG
 
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Post » Thu May 21, 2009 8:43 pm

If "SS GI" it is possible on "PS 3" and "Xbox 360" it will be the big step to realism and better quality realtime CG on consoles.
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So, if " SS GI " for consoles it is possible only in simple 3d scenes, all the same it will find wide application in the future games.
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SexyPimpAss
 
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Post » Fri May 22, 2009 4:23 am

I really don't care as long as it looks good. But it probably wont be all that powerful considering the console factor
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Rich O'Brien
 
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Post » Fri May 22, 2009 2:52 am

[quote]If "SS GI" it is possible on "PS 3" and "Xbox 360" it will be the big step to realism and better quality realtime CG on consoles.
---
So, if " SS GI " for consoles it is possible only in simple 3d scenes, all the same it will find wide application in the future games.[/quote]
Yeah, SSGI is a cross-platform effect as far as I'm aware. Will check that one with the graphics guys.
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lacy lake
 
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Post » Fri May 22, 2009 4:13 am

You guys don't know what you're talking (typing) about. The textures are baked in. realtime GI isn't possible yet.
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Emilie Joseph
 
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Post » Thu May 21, 2009 7:22 pm

[quote]You guys don't know what you're talking (typing) about. The textures are baked in. realtime GI isn't possible yet.[/quote]
I would hope I know at least a tiny bit...

CryENGINE3 supports screen-space GI. You'd have to ask a graphics programmer for the full extent of what that implies as opposed to 'proper' GI but I can assure you the effect is very much realtime with no baking.
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Lexy Dick
 
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Post » Fri May 22, 2009 4:58 am

Sorry Ruan, I shouldn't have worded it so rudely. Can't edit with this forum setup. There must be a different definition to "real-time GI" for gaming instead of 3D software rendering.
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vanuza
 
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Post » Fri May 22, 2009 3:20 am

Ehm, that would be SSGI. Look it up on wikipedia. SSGI uses a lot of tricks to make GI possible in real time. Of course, it has it cons too.
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Emzy Baby!
 
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Post » Fri May 22, 2009 2:27 am

@Cry-Ruan. - Hate to say it Ruan, but these forums are pretty bad. I don't suppose it would be possible to go back to the old one until Crytek works out something better?
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Tracey Duncan
 
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Post » Fri May 22, 2009 5:48 am

[quote]@Cry-Ruan. - Hate to say it Ruan, but these forums are pretty bad. I don't suppose it would be possible to go back to the old one until Crytek works out something better?[/quote]
I agree, but unfortunately the decision has been made. All I can say is that the setup should improve with future iterations of the site.

GhostintheFlesh, we obviously can't do crazy amounts of light bounces or anything, but the end result is pretty effective for a realtime renderer.
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His Bella
 
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Post » Fri May 22, 2009 8:53 am

oh crap, now I feel even worse you're crystaff. *e-foot in e-mouth. Sorry man, meant no disrespect. Thought you were another nobody.
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Emma Pennington
 
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Post » Thu May 21, 2009 10:37 pm

[quote]oh crap, now I feel even worse you're crystaff. *e-foot in e-mouth. Sorry man, meant no disrespect. Thought you were another nobody.[/quote]
Really not a problem. :)
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Louise Lowe
 
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Post » Fri May 22, 2009 3:42 am

I HAVE SEEN "SSGI" HERE:

http://www.youtube.com/watch?v=vPQ3BbuYVh8&feature=PlayList&p=DC5A37C65FDE8923&playnext_from=PL&playnext=1&index=3
http://www.youtube.com/watch?v=B-_pnqXLIg4&feature=PlayList&p=C42E7652F39F053E&playnext_from=PL&playnext=1&index=2

AND THEN I HAS DECIDED TO CREATE THIS FORUM.

In these videos I have seen some attributes:
1) the GI Bounces = 0 or 1
2) GI have radius limits

These attributes is remote, are similar just as mental ray with Final Gather.
I experimented with settings FinalGather in mental ray and received similar result as on these videos above.
The miracle that "SS GI" works in real time.
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Stay-C
 
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Post » Thu May 21, 2009 6:25 pm

it is Cascaded Light Propagation Volumes for Real-Time Indirect Illumination in CryEngine 3
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Dan Stevens
 
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Post » Thu May 21, 2009 11:27 pm

Telemix. Mental Ray is a 3D renderer. CryEngine is a game engine. The GI is baked into the textures in the game engine, NOT calculated in real time.
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Carlos Vazquez
 
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Post » Fri May 22, 2009 5:44 am

@GhostintheFlesh: No, it isn't baked into the textures. It is calculated in real time, and thats possible because it isn't the same GI that you have in renderers like Mental Ray. It's not raytracing but its an approximation. See here: http://www.youtube.com/watch?v=vPQ3BbuYVh8
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Mari martnez Martinez
 
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Post » Fri May 22, 2009 8:35 am

Wow. Great link Mega. I didn't think gaming was at this level yet. How they get it to do it in real time baffles me. Even without raytracing, it is still is hardware intensive to calculate light bounce like they show. The color fog towards the end is even more mind baffling to me. Effects like those hit render time. Perhaps I will use CryEngine 3 to render my 3D models with abilities like those. Sorry for doubting you Tele, just wasn't expecting gaming to this stage of ability for years. Someday they'll have raytracing, with refractions in games.
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Sabrina Schwarz
 
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