
GDC Europe 2009

Carucci, F.: AAA Automated Testing for AAA Games
Software construction is an exercise in managing complexity, more so with the spiralling complexity required by modern games. Automated Testing is an industry proven methodology to deliver more reliable complex software, with a fighting chance to do it on time and on budget. And having fun doing so. Crytek is spearheading this idea in the game industry with its flagship title, and now sharing the experience with you: best practices, potential pitfalls, To-Do’s and No-No’s will be shown with real examples of unit testing game code using its proprietary testing framework and tools. Functional Testing and acceptance testing will also be touched on as a viable way of describing and checking game design requirements. And take automated testing to the next level.
- Slides -
Download PPT [2.1 MB]
Siggraph 2009

Kaplanyan, A.: Light Propagation Volumes in CryEngine 3
This is a SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.
- Slides -
Download PPT [12.3 MB]
- Slides -
Download PDF [4.8 MB]
- Movie: Massive Lighting -
Download AVI [96.7 MB]
- Movie: Global Illumination -
Download AVI [41.7 MB]
Triangle Game Conference 2009

Mittring, M.: A bit more deferred – CryEngine3
- Slides -
Download PPT [12.0 MB]
In CryEngine 3 the renderer is now even more powerful because we added deferred lighting as new engine features. We deliberately decided not to go for a classic deferred shading approach. This has implications on content generation, performance characteristics and implementation. In this presentation we are sharing our experience.
Go Parallel - Multicore Programming & Game Development

Mittring, M.: The Importance of Multi-Core for Game Development at Crytek
- Slides -
Download PPT [7.4 MB]
Intel organized the "Go parallel" day at the TUM (Technical University Munich). The purpose of this presentation was to motivate the attendees for multi core development. It showcases multiple future applications where single threaded algorithms do not deliver enough performance.
German version:
Die Bedeutung von Multicore in der Spieleentwicklung bei Crytek
- Slides -
Download PPT [7.5 MB]
Visionday in Coppenhagen 2008

Mittring, M.: The rendering technologies of the CryENGINE® 2
- Slides -
Download PPT [18.5 MB]
The presentation is describing all major graphic techniques that are available in the CryEngine2. Here we describe the properties and why they are in the engine in that form. All techniques work well together and provide a good solution for current and near future generation of graphics hardware.
GDC 2008

Hübler, S. : Level Design Challenges in Crysis: The Long Journey to Open Worlds
The presentation delivers an insight into the challenges of creating levels in a variety of unique open environments
- Slides -
Download PDF [9.7 MB]

Sousa, T. : Crysis Next Gen Effects
- Slides -
Download PPT [24.8 MB]
- Movie: Water / Underwater Rendering
Download AVI [176.2 MB]
- Movie: Frozen Surfaces
Download WMV [85.2 MB]
- Movie: Frozen Surfaces 2nd iteration
Download AVI [23.7 MB]
- Movie: Post Effects
Download AVI [103.9 MB]

Soendergaard, A.: Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned
- Slides:
Download PPT [8.9 MB]

Mittring, M.: Advanced Virtual Texture Topics
- Slides:
Download PPT [14.1 MB]
A virtual texture is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory. In this Siggraph 2008 presentation we will be discussing technical implications on engine design due to virtual textures use, content creation issues, results, performance and image quality.
Associated text: external link
GDC 2007

Mittring, M.: Triangle mesh tangent space calculation
- Slides:
Download PDF [518 KB]
Tangent space is a useful mathematical tool, it’s the base for efficient per pixel shading and compressed normal maps. In this presentation we discuss properties and design decisions of the free code we developed. More details can be found in the ShaderX4 article chapter 2.2.
Additional source code: http://www.shaderx4.com/errata.html

Wenzel, C.: Real-time Atmospheric Effects in Games Revisited
- Slides:
Download PPT [4.0 MB]
Synopsis: As a follow up to "Real-time Atmospheric Effects in Games" from SIGGRAPG 2006 this presentation expands the catalogue of atmospheric effects implemented in CryEngine2 (Distance Clouds & Underwater Light Transport for Ocean Shading). Additionally, it provides solutions to issues typically encountered with deferred rendering approaches.
Siggraph 2007

Mittring, M.: Finding Next Gen CryENGINE™ 2
- Slides:
Download PPT [12.4 MB]
In this chapter we do not present one specific algorithm; instead we try to describe the approaches we took to find certain rendering algorithms that work well together.
Associated text: external link

Wenzel, C.: Porting Game Engines to Direct3D 10: Crysis / CryEngine™ 2
- Slides:
Download PPT [6.1 MB]
Synopsis: This presentation is one of the case studies shown during the "Porting Game Engines to Direct3D 10" course. In the context of CryEngine2 it illustrates initial porting steps, faced integration issues and optimizations done to get from an existing DX9 to a DX10 renderer.
Siggraph 2006

Wenzel, C.: Real-time Atmospheric Effects in Games
- Slides:
Download PPT [2.9 MB]
Synopsis: This presentation illustrates the concept of scene depth based rendering used in CryEngine2. Among other things it allows real-time rendering of atmospheric effects such as Sky Light, Volumetric Fog, Soft Particles, Clouds, Lightning and Rivers.
GDC 2005

Wenzel, C.: Far Cry and DX9
- Slides:
Download PPT [6.9 MB]
Synopsis: The original CryEngine already utilized a lot of the newly introduced features in DX9 to improve rendering performance and visual fidelity. This presentation sheds some light on what’s been used, how it’s been integrated and the gotchas found along the way. Specifically, it’ll cover SM 2.x/3.0, Shader Precaching, Geometry Instancing and HDR Rendering.


