CryEngine 3

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

dflynchimp

Senior member
Apr 11, 2007
468
0
71
Originally posted by: dguy6789
Originally posted by: GundamSonicZeroX
Hmm, I didn't think the consoles were able to output graphics this close to Crysis, even at 720p. (assuming that the engine comes out as hoped)

Why not? A 733Mhz Pentium 3 based Celeron, 64MB of ram, and a Geforce 3 did this:

http://tech2.in.com/media/phot...lery/halo2_450x360.jpg

I've been pulling my hair out over the same specs for years. They can manage to get that sort of output quality on hardware like that and they can't make crysis run on hardware several generations/magnitudes more powerful? It all points to bad/inefficient coding.

The bleak truth is that PC's aren't actually ideal for gaming no matter how much we'd like to believe otherwise. The OS itself is meant for multipurpose use but isn't spectacularly fast in any one task. PS3 runs on a 7800GTX equivalent yet can output graphics comparable to crysis.

I prefer PC gaming because it's more flexible than consoles (I don't have to change monitors or switch systems between game sessions and comp work sessions) but I don't delude myself that my gaming investment couldn't have been better spent elsewhere.
 

stipalgl

Member
Jul 17, 2008
118
0
0
You make fair points dflynchimp but I have to respectfully disagree with some of them. Crysis could perhaps be better and more efficiently coded, that is true, I'm not denying it, but considering what the screen is displaying when rendering a scene, it truly is remarkable that it can run relatively smoothly at mid to high settings (which are still leaps and bounds ahead of any console game out).

Remember, the reason Crysis brings systems to their knees is in fact due to the impressive polygon count. There is a ton of data and information that needs to be processed for every piece of rendered image. It really isn't a very fair and accurate comparison when you bring a console game into the fray and attempt to compare the hardware demand between the two.

Crysis' polygon count allows for a multitude of visual information to be displayed at once, which is why, even at only high settings (not enthusiast), you can notice an unprecedented amount of detail in everything from the sand, trees, foliage, to the water and last but not least, the horizon. You have to factor into account that Crysis is a sandbox like game with a large draw distance. What you see a fair length away is actually being rendered at that moment, along with the surrounding environment.

Take a game like GTA IV for example. On consoles it's known to be fairly laggy and far from smooth due to the amount of physics and data that needs to be calculated at once for such a open ended environment. Port that to the PC and you get somewhat better (albeit marginal at times witha lack of a quad core CPU) gains.

Now apply all of the above factors and include higher detail in all objects appearing on screen, and it actually doesn't seem that they did too bad a job when you truly stop to think about it.
 

chizow

Diamond Member
Jun 26, 2001
9,537
2
0
I'm definitely excited about CryEngine 3 now. Provided it permits the same graphical scalability and capabilities of CryEngine 2, it should be a huge benefit to PC gaming support with improved performance and multi-platform development incentives. PCGH has a huge write-up about it, which is probably just a cut and paste of CryTek's GDC presentation, but it sheds a lot of light on what changes went into CryEngine 3. It looks to be a heavily optimized version that doesn't cut any features, just allows scalability for the console's limitations while taking advantage of target hardware's key strengths. Here's the parts that looked the most promising to me for potential improvements to PC performance:

PCGH Cryengine 3
Multi-Core Support
To get the most out of modern multi-core processor architectures, CPU intensive subsystems of CryENGINE 3 such as graphics, physics, AI, networking and sound have been optimized to support multiple processors.

PCGH Cryengine 3
Integrated Multi-threaded High Performance Physics Engine
CryENGINE 3 physics can be applied to almost everything in a game world, including buildings, props, trees and vegetation, to realistically model reactions to forces such as: wind currents, explosions, gravity, friction and collisions with other objects, without the need of external middleware.