Crytek.com: Ryse: Son of Rome - Defining the 'Next' Next-Gen
Ryse: Son of Rome - Defining the 'Next' Next-Gen
Christopher Evans – September 04, 2013Share
When talking about Game Development on Xbox One during Siggraph 2013, Christopher Evans (Art Technical Director) showed his insights on Crytek's upcoming Ryse: Son of Rome, and how the game aims to push the boundaries of the next-gen technology; something which Crytek is known for.
This presentations shows the character animation technology and the challenges presented with a new generation of hardware - but also how those challenges can turn into strengths when film practices can be applied to save production time and get the best results.
Crytek.com: Shining the Light on Crysis 3
Shining the Light on Crysis 3
Pierre-Yves Donzallaz – August 29, 2013Share
Discover how the lighting was created for the visually acclaimed Crysis 3 videogame, from the early prototype stage to the final delivery. Learn about the lighting creation in video games and about the lighting pipeline used in Crytek's latest title, as well as the environment art guidelines in place to ensure a consistent look throughout the game. The session will also address difficulties encountered during the production, and feature demonstrations and artist-friendly explanations of the lighting-related graphical features that were requested and implemented in the CryENGINE to ensure one of the best visual experiences to date.
Crytek.com: Playing with Real-Time Shadows
Playing with Real-Time Shadows
Nikolas Kasyan – August 19, 2013Share
This presentation describes multiple shadowing techniques that are used in modern videogames, with examples from the latest version of CryENGINE, which is used in Crytek's titles such as Ryse, Warface, and Crysis 3.
It also covers several real-time shadows-related research topics, discusses practical considerations of cascaded shadow maps usage, and offers possible improvements to their existing implementations in videogames.
Crytek.com: CryENGINE 3 Graphic Gems
CryENGINE 3 Graphic Gems
Tiago Sousa – July 30, 2013Share
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Crytek.com: The Art and Technology behind Crysis 3
The Art and Technology behind Crysis 3
Pierre-Yves Donzallaz, Tiago Sousa – May 08, 2013Share
This session covers the visually acclaimed Crysis 3 videogame, powered by the CryENGINE 3, both from a technology and art perspective. Readers will learn about the key techniques from this project such as the rendering pipeline, lighting and materials, high dynamic range usage, anti-aliasing and post processing.
San Francisco, CA
Crytek.com: How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: "Project Phoenix"
How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: "Project Phoenix"
Bill Bilodeau, Kedhrin Gonzalez, Sean Tracy, Dongsoo Han – April 10, 2013Share
The presentation reveals intricate technical and authoring details about AMD's "Project Phoenix" developed in collaboration with Illfonic and Crytek. This project is a showcase of real-time next-generation graphics running on AMD Graphics Core Next architecture.
San Francisco, CA
Crytek.com: The Rendering Technologies of Crysis 3
The Rendering Technologies of Crysis 3
Tiago Sousa, Carsten Wenzel, Chris Raine – April 04, 2013Share
This talk covers changes in CryENGINE 3 technology this past year, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.