Monday 3 December 2012

Crysis 3 has advanced graphics and settings revealed, confirmation of high-res textures at lunach

Following reveal of Crysis 3′s system requirements last weekend, I’ve heard confirmation from EA and Crytek of which kind of secondary settings we’ll be able to tweak in the game. If you do remember, Crysis 2 launched with an anemic four tweak able options i.e v-sync, game resolution, HUD bobbing, and a general quality setting. These expanded after release of patch but the good news is that EA and Crytek aren’t shipping Crysis 3 in the same state.

 Here’s what you’ll see if you click on “Advanced Graphics Options” in Crysis 3.
  • Game Effects
  • Object
  • Particles
  • Post Processing
  • Shading
  • Shadows
  • Water
  • Anisotropic Filtering
  • Texture Resolution
  • Motion Blur Amount
  • Lens Flares 














Note worthy among these is the inclusion of high-resolution textures at release. Also different from Crysis 2′s current advanced settings menu are discrete settings for lens flares and anisotropic filtering. Below, a quick chat on the topic with Marco Corbetta, Technical Director on Crysis 3.





Marco Corbetta: On Crysis 2, a decision was made to focus on console, launching the title on all platforms simultaneously and bringing the same console UI menu experience to PC, but with a plan to release a dedicated DX11 PC version right after launch of the multiplatform version. Although most PC settings were already available at launch, just not directly exposed through the menu, the DX11 PC-focused version had all settings available directly in the menu and additional features like hi-res textures, tessellation etc. However, getting out the DX11 version with all the features included that we didn’t have time to develop while working on the console versions, took much longer than expected



Is there any specific technical area of the game that’s been enhanced since C2?



Corbetta: As I mentioned, Crysis 3 will already ship with hi-res textures, advanced graphics settings, tessellation and DX11 support. Additional tech areas that have been enhanced since Crysis 2 are: AI navigation system, animation system, water, fog volumes, cloud shadows, POM, AA, cloths, vegetation, particles, lens flares and grass.
For Crysis 3, the past year has involved a lot of performance and memory optimization work on many areas and for all platforms, as well as work on the rendering side. One of our big goals was to improve image quality, and a lot of work went into developing several DX11 based anti-aliasing techniques for PC, which means gamers will now be able to pick their favorite—this is relatively involved on a deferred-based engine, since it involves selecting every technique and accessing multi-sampled buffers, versus the usual “flip the switch” approach. On top of an improved tessellation system we’ve also introduced character/vegetation tessellation—and since tessellation performance was still not optimal for the level of detail we wanted to achieve, we also did research into different areas and introduced what we called “Pixel Accurate Displacement Mapping” for macro details with nice real-time self-shadowing.

 Can you describe the technology driving the grass system in C3? What distinguishes your tech from other games’ grass rendering?


Corbetta: This tech allows us to visualize thousands of individual blades of grass, and is very cost and memory efficient as we can even achieve good results on older console hardware like 360 and PS3. One of the most important things is that this technology is improving gameplay. For example, you can see AI aliens running through the fields and bending individual blades of grass, and things such as projectiles, explosions and wind affect grass movement too. This gives a “predator-style” gameplay experience in the Fields level, which is very in line with the experience C3 wants to offer. There are not many other games that can offer this kind of realistic grass simulation and rendering on a multiplatform basis.

Crysis 3′s system specs revealed, massive changes

Crytek have posted up the minimum, recommended and hi-performance requirements for PCs hoping to run Crysis 3. While any modern gaming PC should be able to handle with the game’s entry-level specifications, Here’s their specs:


MINIMUM SYSTEM OPERATING REQUIREMENTS FOR PC:
• Windows Vista, Windows 7 or Windows 8
• DirectX 11 graphics card with 1Gb Video RAM
• Dual core CPU
• 2GB Memory (3GB on Vista)
Example 1 (Nvidia/Intel):
• Nvidia GTS 450
• Intel Core2 Duo 2.4 Ghz (E6600)
Example 2 (AMD):
• AMD Radeon HD5770
• AMD Athlon64 X2 2.7 Ghz (5200+)

RECOMMENDED SYSTEM OPERATING REQUIREMENTS FOR PC:
• Windows Vista, Windows 7 or Windows 8
• DirectX 11 graphics card with 1GB Video RAM
• Quad core CPU
• 4GB Memory
Example 1 (Nvidia/Intel):
• Nvidia GTX 560
• Intel Core i3-530
Example 2 (AMD):
• AMD Radeon HD5870
• AMD Phenom II X2 565

HI-PERFORMANCE PC SPECIFICATIONS:
Windows Vista, Windows 7 or Windows 8
• Latest DirectX 11 graphics card
• Latest quad core CPU
• 8GB Memory
Example 1 (Nvidia/Intel):
• NVidia GTX 680
• Intel Core i7-2600k
Example 2 (AMD):
• AMD Radeon HD7970
• AMD Bulldozer FX4150

Crysis 3 trailer and screenshots shows dynamic view, exploding arrows, and beautiful grass

Psycho seems has put on a little weight, hasn’t he? Then again, he has lost his Nanosuit anyway, here’s 6:19 of fresh gameplay footage from Crysis 3‘s domed jungles of New York, a setting that has the game resembling the genetic output of Crysis’s East Asia and Crysis 2′s urbanity.

One change in Crysis 3 worth noting, and noticeable in the footage: Crytek has decoupled sprinting from energy consumption. It still has a separate, invisible cooldown associated with it (and while you’re cloaked, your energy meter will tick down faster if you run), but running won’t take sips from your magic power juice box. A related counter to this are the new EMP grenades carried by CELL soldiers, which drain your battery.



Those who had played Halo 4's multiplayer before November 20 they can now have access to six new specialisations

The six class specializations - collectively known as Priority Alpha  were initially exclusive to Limited Edition copies of Halo 4. On the weekend, Xbox Live members who already have played Halo 4 multiplayer before November 20 will receive download codes providing access to the perks.

 from the six specializations, two are available to those who have played the game after November 20 in the form of Wetworks and Pionner but the player must have reach level 50 to unlock them.

Update: According to the official 343 Industries forum, Xbox Live users in Europe, the Middle East and Africa will not receive the offer as the offer was a pre-order initiative in those regions.

 check this out