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CryEngine 2 Information
Crytek

 

Next Generation Real-Time Renderer

Our renderer provides seamless support for both indoor and outdoor environments on DirectX9 and 10, as well as support for next generation consoles such as the Xbox360 and PS3 (under development).

 

Real Time Lighting and Dynamic Soft Shadows

CryENGINE 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.

Volumetric, Layer and View Distance Fogging

Create clouds or fog banks which can hug the ground and realistically reduce both visibility and contrast, and properly interact with both dynamic lights and shadows, add depth and dimension to a landscape by reducing scene contrast and clarity for distant landmarks.

Terrain 2.5D Ambient Occlusion Maps

On a per pixel level, approximates the amount of ambient (fill) light reaching an object (static or dynamic) depending on the amount of ambient occlusion created by the surrounding foliage and structures.

Normal Maps and Parallax Occlusion Maps

Normal maps are used to project the contour details of a highly detailed object onto a low polygon model by using a high frequency compressed (3DC/BC5) texture in place of the polygon s surface normal in lighting calculations. CryEngine2 also supports parallax occlusion mapping to give a greater sense of depth to a surface texture applied to a polygon, such as could be used to realistically emphasize the relief surface structure of a brick wall, for example.

Real Time Ambient Maps

Pre-calculate the amount of ambient (fill) light which will be applied to indoor surfaces, to improve the quality of lighting when applying real-time per- pixel lighting and shadows. This means the current light position and color can be dynamically added to the fill light intensity applied to illuminate surfaces in interior spaces.

Subsurface Scattering

Simulates the diffusion and diffraction of light transmitted through translucent objects, like ice and jade; it can also be used to create natural looking skin or vegetation.

Eye Adaptation & High Dynamic Range (HDR) Lighting

Eye Adaptation is used to simulate the human eye s adaptation to sudden or extreme changes in lighting conditions, like dark indoor environments suddenly transitioning to bright sunny outdoor environments, while HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered.

Light Beams & Shafts

These are used to create visually stunning light beams and shadows when light intersects with solid or highly detailed geometry, and can generate godray effects under water.

Advanced Shader Technology

A script system used to combine textures and math in different ways to create unique effects such as cloaked, wet, muddy, and/or frozen surfaces which can be layered together and combined with more basic shaders such as metallic and glassy and other visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shinny surfaces. Included are many unique new shaders which take advantage of the efficiencies of the unified shader architecture of DirectX 10.

High Quality 3D Ocean Technology

Dynamically modifies the ocean surface based on wind and wave direction, enerating shoreline soft-clipping breakers automatically where the ocean meets the shore, depending on the shoreline contour and ocean depth, while our caustic simulation creates realistic looking moving shadows and highlights in underwater environments.

Motion Blur & Depth of Field

Motion Blur is used to simulate the visual effect of using a slow shutter speed when tracking fast moving objects or making quick camera movements. Blur can be applied both to individual objects (object based motion blur), and/or to an entire scene (screen based motion blur), while Depth of Field can be used to focus the viewer s eye on a nearby object while subtly blurring objects in front or behind the point of focus.

Terrain LOD Management Feature

This feature allows optimal usage of CPU and memory to display closer objects and terrain at a fine level of detail while enabling long view distances of over 8 kilometers.