[QUOTE="DAZZER7"]No, the way you're describing it would suggest that Crysis is not optimised, no? Don't forget crysis renders its lighting and shadows over a large area, on higher settings the engine is rendering hundreds of trees, grass, branches all dynamically, casting shadows etc. Unoptimised, without trying to reduce poly count and have a few of its own tricks, Crysis just wouldn't run in realtime even on the latest cards. Crysis code isn't linear either, its one of the few games that does take advantage of multi-core cpu's, CUDA, physx etc. I personally believe that creating a game like crysis would be much more a complicated and technical challenge that Uncharted. Not to mention, creating good AI in an open environment itself is notoriously an impossible task. Uncharted/ Uncharted 2 no doubt are great technical achievements considering the hardware its running on but the game and level design is well suited to the hardware. Good use of LOD and keeping level size down keeps everything manageable.Pariah-
I'm not totally sure what you mean by not optimized; an engine that has a certain amount of versatility according to the game that's being made is a given for any product. Additionally, that doesn't make it any less of a memory concern as opposed to a coding concern. The latter issue becomes secondary when the programmers assume that they have an insane amount of space to work within. It's as if they decided most people would have a quad core plus four gigs of ram.
My point is that it tries to be the more graphically impressive game than any other, which isn't hard to accomplish with regards to development stages. But if the game is user-unfriendly with most technology out there, it doesn't say much about it.
I can see what you're saying but Crysis isn't simply an ordinary game scaled up. Creating a game environment like Crysis is technically a difficult task in itself. When you have linear levels, low number of enemies, low number of objects, low numbers for rendering light and shadows, coding can be straight-forward. A large open environment, with considerably more objects all interacting, from a mathematical perspective is going to be exponentially more complicated. Take even the simplest object in Crysis, say for example a tree, it moves, it sways to real time calculated forces, it breaks and it interacts with the game world. It has much higher resolution textures and crysis even has occlusion mapping, water refracting and reflecting light while the water itself moves in waves etc.
Basically, what I am trying to get across is that if you take the component parts of both games, Crysis and Uncharted, take anything from a simple object model to the actual scenery generated, Crysis has the much more complicated design, it explores physics, lighting even ai to a much greater level of detail. Multily that by the complex and large scale levels and just the testing/ QA stages of the games development become again a much more time consuming process.
Also, AI. Crysis does not have 'bad' ai. Crysis tries to simulate AI in a large scale open environment. This has always been notoriously difficult to achieve when compared with the results of coding AI for linear levels. It's simply because the 'players' action can be more more accurately predetermined where in an open level, a player's actions are again exponentially more difficult to anticipate.
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