This document summarizes key rendering features in CryEngine 3 and Crysis 2 across PC and console platforms. It discusses gamma correct HDR rendering, lighting, shadows, screen space ambient occlusion and global illumination, deferred decals, character rendering, water rendering, post-processing effects like motion blur, anti-aliasing using post MSAA, system specifications and colors matching across platforms, and stereo rendering. It highlights the engineering efforts required to optimize the engine for consoles while maintaining quality and pushing technological limits on all platforms.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
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.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
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.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, 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.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Original slides at: http://crytek.com/cryengine/presentations
For Crysis 2, the R&D team at Crytek created the third iteration of CryENGINE. This lecture covers various topics related to Crytek’s latest engine iteration. Tiago Sousa provides an overview of the rendering pipeline, and the successful transition to a multiplatform friendly deferred lighting approach; how gamma-correct HDR rendering and its multiplatform details have been handled, with a focus on performance and quality. Other topics include deferred lighting techniques such as efficiently handling skin-rendering, and overcoming alpha-blending problems for hair/fur rendering for current-generation hardware; water-rendering and dynamic interaction; batched HDR post-processing; and how AA was handled. The lecture also includes multiplatform comparisons on final image quality, optimization strategies, and performance analysis insights. It also unveils the DX11 implementation of certain features.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
A widely used approach to display realistic FFT (Fast Fourier Transform) ocean water on todays games is presented. A similar approach has been employed in movies like Titanic and Waterworld and in games like Assassin's Creed 3 and Crysis just to name a few. In this presentation we will talk about the matematical aspects that are at the heart of this technique up to the shading aspects that will represent the visual appearance of water and also how the LOD of the water mesh is managed. A demo implemented under Unreal Engine 4 or videos will be presented to better explain such a complex topic.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, 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.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Original slides at: http://crytek.com/cryengine/presentations
For Crysis 2, the R&D team at Crytek created the third iteration of CryENGINE. This lecture covers various topics related to Crytek’s latest engine iteration. Tiago Sousa provides an overview of the rendering pipeline, and the successful transition to a multiplatform friendly deferred lighting approach; how gamma-correct HDR rendering and its multiplatform details have been handled, with a focus on performance and quality. Other topics include deferred lighting techniques such as efficiently handling skin-rendering, and overcoming alpha-blending problems for hair/fur rendering for current-generation hardware; water-rendering and dynamic interaction; batched HDR post-processing; and how AA was handled. The lecture also includes multiplatform comparisons on final image quality, optimization strategies, and performance analysis insights. It also unveils the DX11 implementation of certain features.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
A widely used approach to display realistic FFT (Fast Fourier Transform) ocean water on todays games is presented. A similar approach has been employed in movies like Titanic and Waterworld and in games like Assassin's Creed 3 and Crysis just to name a few. In this presentation we will talk about the matematical aspects that are at the heart of this technique up to the shading aspects that will represent the visual appearance of water and also how the LOD of the water mesh is managed. A demo implemented under Unreal Engine 4 or videos will be presented to better explain such a complex topic.
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...Colin Barré-Brisebois
Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.
Cloud Graphical Rendering: A New ParadigmJoel Isaacson
Cloud rendering of modern graphics is typically performed via remote hardware rendering and pixel-based video compression techniques for image transmission. These solutions perform poorly, profligately expending both system and network resources. In response, Ascender Technologies developed novel enabling technology where the rendering of pixels is performed only on the local client, which makes for a much more affordable solution without expensive graphical hardware in the cloud. In addition, Ascender’s compression techniques reduce the networking overhead, typically by over an order of magnitude.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
A presentation I made at OpenStack Summit in Paris (November 2014) showing the Remote Rendering plateform built in the XLCloud project. The main topic of the presentation is related to optimizing the video encoding by analysing the images and user attention.
1. Crysis 2 &
CryENGINE 3
Key Rendering Features
Tiago Sousa, Principal R&D Graphics Engineer
2. 1 Introduction ..................................................................................................................... 3
2 Gamma Correct HDR Rendering ...................................................................................... 4
3 Lighting............................................................................................................................. 6
4 Shadows........................................................................................................................... 8
5 Screen Space AO and GI................................................................................................. 10
6 Deferred Decals.............................................................................................................. 13
7 Characters Rendering..................................................................................................... 14
8 Water Rendering............................................................................................................ 15
9 Postprocessing............................................................................................................... 17
10 Anti-Aliasing................................................................................................................... 19
11 System Specs and Colors................................................................................................ 22
12 Sys Specs and Performance ........................................................................................... 24
13 PC vs. Consoles............................................................................................................... 28
14 Stereo Rendering ........................................................................................................... 29
15 Pushing the Limits.......................................................................................................... 30
16 Conclusion...................................................................................................................... 31
3. Introduction
3
1 Introduction
Crysis 2 posed one of the biggest challenges Crytek's R&D department has ever faced:
develop a multi-platform engine and ship a game simultaneously on PC, Xbox 360 and
PlayStation 3.
After developing a cutting edge PC engine, having to re-adjust the technology to run
efficiently on consoles, where memory is one of the biggest limitations, and maintaining
scalability for the next engine iteration, was an incredible achievement.
A huge engineering effort was required in order to run Crysis 2 on console hardware: a new
streaming system, refactoring of many modules (physics, animation and renderer), low level
CPU/GPU and multi-core optimizations, etc.
This article covers a small subset of this amazing team effort, which made CryENGINE 3 and
Crysis 2 run and look great on all main platforms. Hence, we will get into a couple of key
rendering features that have made the difference.
4. Gamma Correct HDR Rendering
4
2 Gamma Correct HDR Rendering
CryENGINE has supported High Dynamic Range since its first version. For CryENGINE 3, we
added gamma correct rendering, among other changes in order to efficiently support each
individual platform. The PC specs feature the best HDR quality available due to the general
and fast support of FP16 render target formats.
One of the main benefits of HDR rendering is a much bigger color range and precision, which
can easily prevent unattractive color clamping and banding visible in many current games.
Those visual artifacts are usually a major issue for art departments using LDR rendering.
5. Gamma Correct HDR Rendering
5
The following example illustrates an extreme situation with a dark foggy environment and a
strong sun light, in both LDR and HDR rendering:
Notice the limited color range and obvious clipping in LDR: the highlights are clipped and the
dark areas lack detail.
HDR rendering also opens the door to a multitude of physically-based post processing
effects, such as eye adaptation, bloom, flares/streaks, motion blur, depth of field, grain, etc.
6. Lighting
6
3 Lighting
In CryENGINE 3, all lights are dynamic and deferred. Therefore, we have a very slim G-Buffer,
composed of normals/depth, used later in the 3D pipeline for several purposes. The deferred
lighting accumulation is done in HDR on all platforms. Among several techniques, every
surface has reflection map applied to it through deferred specular HDR cube maps.
8. Shadows
8
4 Shadows
Shadows are fully dynamic on all specs. A large view distance is used for the sun cascaded
shadowmap. Shadows are updated every frame on PC and are amortized over frames on
consoles.
On PC high specs, almost every single light projector or main light source casts shadows. On
consoles, the amount of lights casting shadows is limited for performance reasons.
10. Screen Space AO and GI
10
5 Screen Space AO and GI
Crytek’s invention, the SSAO, is back and improved using temporal accumulation for
enhanced quality on consoles. On high specs, we also use full resolution target and a 2 layers
approach for capturing high frequency detail normals.
For the final lighting touch, we also use our own custom realtime global illumination solution
in addition to standard deferred lights.
13. Deferred Decals
13
6 Deferred Decals
The deferred decals are memory-friendly (memory being the most important resource on
consoles) and improve CPU/GPU performance. Another benefit is the superior projection
quality.
In essence, they work very similarly to light projectors and have comparable drawbacks,
since handling moving geometry is troublesome and requires additional work.
14. Characters Rendering
14
7 Characters Rendering
Character rendering techniques taking advantage of deferred lighting on all platforms were
researched and implemented, such as deferred skin rendering, hair and fur, eyes, cloth, etc.
We developed the skin rendering with screen space sub-surface scattering and self-
shadowing. The rendering cost is proportional to the amount of screen coverage from
geometry versus the usual approaches using UV space sub-surface scattering. The latter
adds an extra constant cost per-character and can be prohibitive for consoles, performance
and memory-wise.
Another improvement is the alpha tested smoothing for hair rendering with anisotropic
shading for all platforms. It avoids artifacts due to alpha blended approximation issues (for
instance shadows and volumetric fog artifacts).
15. Water Rendering
15
8 Water Rendering
This was primarily the same water rendering approach as in Crysis 1 (the different look is
mostly due to cityscape environments instead of tropical environments). We use FFT based
normal map using cheap parallax approximation for consoles, and vertex displacement
mapping for PC specs. Currently, FFT simulation is done on CPU on its own dedicated thread.
We developed dynamic interaction with wave propagation on all platforms, using vertex
displacement version for PC specs. It is worth mentioning that water wave propagation
simulation is done on GPU with a cost of just 0.2 ms on consoles and negligible cost on PC
specs.
16. Water Rendering
16
Deferred caustics rendering on all platforms, and panoply of other effects from Crysis 1, like
volumetric god rays, water droplets and foam, also made their way onto consoles.
17. Postprocessing
17
9 Postprocessing
The camera motion blur was greatly improved over Crysis 1. For example, we no longer use
the “sphere” around camera approach: we now do a proper re-projection. This allows for a
far more accurate motion blur result based on how much a pixel has moved. Object motion
blur is supported on all platforms as well as bokeh depth of field.
All post processes are done in HDR, before tone mapping. This allows us to retain bright
streaks, which are not commonly used in current-gen games, besides Crysis 1. This is
performed on every platform and implemented for optimal performance by batching all
18. Postprocessing
18
techniques in one, costing around 1ms on console platforms. For higher PC specs, we use
FP16 formats with additional taps for improved quality.
19. Anti-Aliasing
19
10 Anti-Aliasing
Although many multiplatform engines often do not use AA on certain platforms, CryENGINE
3 uses a form of amortized MSAA reminiscent of OpenGL accumulation buffer approaches,
called Post MSAA.
Such an approach works by accumulating sub-samples over frames and reprojecting them to
the current frame. It should not be confused with “temporal antialiasing” commonly used on
60 fps games that simply do a linear blending and hence have ghosting for every pixel.
The Post MSAA approach is very general and allows for a sub-pixel accuracy solution on all
platforms at a cost of just 1ms on consoles, and less than 0.2 ms on PCs at 1080p
resolutions.
Due to its sub-pixel accuracy, it minimizes moiré patterns and visible shimmering on surfaces
with high frequency characteristics (fences, grids, etc) commonly visible in EdgeAA/MLAA or
similar techniques. It works on alpha tested geometry, and performs shader anti-aliasing i.e.
on surfaces using Parallax Occlusion mapping, or similar aliasing prone techniques. It also
performs post-tone mapping without damaging HDR quality on high contrast areas like
regular hardware MSAA approaches (pre-dx11).
Such a technique is quite a novelty in the video game industry and it’s very likely Crytek will
release improved versions as it has potential to also be merged with different techniques -
for example, it’s currently also combined with Nvidia’s FXAA in “Extreme” spec, in order to
improve quality further with sub-pixel accuracy results from post MSAA.
22. System Specs and Colors
22
11 System Specs and Colors
Besides resolution differences and a couple of custom view distances variations across
platforms, we achieved an exact platform image color output on all platforms in the final
shipped version of Crysis 2.
Multiplatform games usually look “darker” on Xbox 360. This is due to the console hardware
performing an additional TV gamma correction step, besides other details, when using
gamma correction. Unfortunately this is not a standard; no other hardware does this, so we
decided on matching X360 output to PC and PS3 platforms instead.
23. System Specs and Colors
23
Any color/contrast/brightness differences are most likely due to an improper HDMI setup for
the user's display. To ensure a correct set-up, the user can follow these simple steps:
1. If the TV supports HDMI 1.3 or higher:
360: pick “Expanded” in console dashboard display setup, in reference levels
Ps3: enable “RGB full range” in console display setup
If incorrect settings are used, the brightness calibration icon might be always
visible (too bright), resulting in a lack of contrast (insufficient darks) and
visible (color) banding. This very likely also means the TV does NOT support
HDMI 1.3 and higher, or is not properly detected by hardware.
2. If the TV does not support HDMI 1.3 or higher:
a. 360: pick “Standard” on console dashboard display setup, in reference levels
b. Ps3: disable “RGB Full range” in console display setup
c. If the user has the wrong setting, the brightness calibration icon will always
not be visible, or almost invisible, resulting in crushed darks.
3. Another common mistake from users is not picking the correct resolution to match
the display's native resolution, resulting in an additional image upsample from the
TV. If the display monitor's native resolution is 1080p, the user should pick it as
default on either XBox 360 or PS3.
24. Sys Specs and Performance
24
12 Sys Specs and Performance
Although it is common practice for multiplatform engines to disable certain rendering
features depending on hardware strengths or weaknesses, in CryENGINE3 most rendering
code is designed to be general, shared and optimal for consoles. For example, all post
processes use exactly the same code path. We also scale the quality up for higher PC specs.
Due to a lot of hard work and heavy optimization on GPU/CPU side since Crysis 1, every spec
on PC should mostly play at 60 fps at 1080p assuming the user selects the right sys spec for
his machine and has a fast enough CPU.
In Crysis 1, a relatively brute force approach was used, where all features on lowest settings
would be completely turned off, including HDR rendering, shadows and all post processes.
Users were also forced to use lower resolutions for improving performance, which meant a
lot of our low end hardware owners would not be able to achieve a decent visual experience
of our game at good frame rates. Running Crysis 1 at HD resolutions on highest end
hardware in 2007 was simply not possible.
25. Sys Specs and Performance
25
This time around, throughout the entire project, we dedicated a lot of effort to optimization.
All features are present across all system specs, including HDR rendering, shadows, motion
blur, SSAO, Depth of field and post MSAA. Anisotropic filtering is also used on every system
spec, and users can now experience a great gaming experience at 60 fps on PC at HD
resolutions, including stereo mode. It should be noted that most other games rely on having
completely pre-baked lighting, no HDR rendering and dynamic shadows limited to a few
items such as characters, in order to offer a 60 fps experience.
This effort made our lowest specification equal in many aspects and even superior to
CryENGINE 2 High specs. The biggest differences from Crysis 1 to Crysis 2 are the vastly
improved dynamic lighting and shadowing and highly improved image quality. For this
reason, the lowest available spec on PC in Crysis 2 is “High Spec” and the highest spec is
“Extreme”.
27. Sys Specs and Performance
27
With higher system specs, more samples or high resolutions are used on certain effects like
shadows/post processes/MSAA. Certain features get enabled such as rigid body water
simulation or vertex displacement for water. On higher PC specs, we naturally find much
more lights casting shadows, more particles and higher view distances for all geometries,
lights and shadows.
28. PC vs. Consoles
28
13 PC vs. Consoles
The lowest PC spec, “High”, is almost the same as the spec used on consoles, besides per-
platform differences, such as different texture formats for render targets and different
normal map formats on PS3 due to lack of 3Dc support. PC specs also feature improved
texture quality, since we do not use streaming for PC due to the vast memory resources
available. Anisotropic filtering is enabled for all specs, while on PS3 it is dynamically adjusted
and goes up to 16x anisotropic, and on Xbox 360 it is limited to 4x anisotropic in order to
reduce the performance cost.
29. Stereo Rendering
29
14 Stereo Rendering
On consoles, CryENGINE 3 supports a performance-optimal approach for Stereo, based on
depth reconstruction, which allows us to maintain visual quality without having to
dramatically decrease the resolution and the rendering view distances, as seen in many
other recent console games.
Due to such increased quality on consoles, and with a careful setup of the 3d HUD and a
wide range of stereo settings, we provide one of the most comfortable stereo experiences
available on the market. Most players will be able to play continuously without eye straining,
compared to other techniques which rely on drastically decreasing the image quality.
Additionally, the engine supports real dual stereo (also anaglyph mode for debugging), which
is likely to be exposed for Crysis 2 in later patches for PC specs.
30. Pushing the Limits
30
15 Pushing the Limits
It should be noted that many of these key features are novelties for all platforms and were
invented and iterated already by the end of Crysis 1's development (2007): screen space
scattering and self-shadowing, PostMSAA (every marketing screenshot features it), deferred
caustics/rain approximation, realtime GI, Stereo Rendering, alpha test smoothing, batched
HDR post processing and of course our famous SSAO which gave birth to a multitude of
screen space algorithms like SSGI/SS Reflections and similar. More in depth technical details
will very likely be revealed in the upcoming months.
There are obviously many other important features that contributed to Crysis2 from a
performance perspective. Our GPU based occlusion buffer and conditional rendering allow
us to significantly reduce the amount of drawcalls on consoles, thanks to a lower GPU and
CPU overhead. Crysis 2 also includes all the other well known features from CryENGINE 2,
such as our Time of Day system combined with our volumetric fog. New visual features like
the HDR flares/streaks, the color grading, the multiple shading models support or the post-
processed HUD also helped improve the look of our graphically acclaimed Crysis 2 title.
31. Conclusion
31
16 Conclusion
The key rendering features showcased in this article are the result of almost three years of
extremely hard multiplatform development, involving a lot of nights and weekends spent at
the office for many of the Crytek team members. We hope that literally everyone, on any
console platform or any PC spec, will appreciate the end result of our efforts as much as we
enjoyed working on our latest game and engine iteration. All of these features are about to
be made available to our engine licensees in CryENGINE 3.3.
A big thanks to the entire Crytek team, especially our great R&D graphics programming
team, and everyone that contributed to this short but hopefully insightful article; to Michael
Endres, Martin Lancaster, and in particular to our Lighting Artist Pierre-Yves Donzallaz for his
helpful article review, awesome screenshots, and for always showing our technology in the
best possible light.
Tiago Sousa
Principal R&D Graphics Engineer