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完整原文找到了
CryENGINE 3: An in-depth interview with Crytek
By Igor Gajic
December 18, 2009
PC Play: CryEngine 3 is obviously a really complex set of advanced tools, so for a start let's cover some basics. Just like CryEngine 3 for dummies :-) So, how does it differ with CryEngine 2, why is it better and what it makes easier for developers than its predecessor?
Carl Jones: CryENGINE® 3 is a powerful technology with some really easy to use tools, which give developers genuine power to rapidly create the most complex environments and gameplay possible in the current generation. The key differences between CryENGINE® 2 and CryENGINE® 3 is the support of console platforms for the first time, the increase in real-time development – our “What You See Is What You Play” tool design now applies to all platforms, simultaneously. We’re also adding LiveCreate functionality to all pipelines and development processes, making CryENGINE® 3 100% Real-time, all the time. On top of that, we’ve made huge improvements in rendering power and features, so in a nutshell, CryENGINE® 3 delivers the most power and speed to developers possible.
PC Play: Just one question regarding CryEngine 2. Can you tell us how well did it go with licensing, and did it satisfied your expectations at that matter?
Carl Jones: Licensing a PC-only engine was made difficult in the last few years due to the changing nature of the games market itself. Piracy hurt PC-only games in terms of sales figures, so publishers and developers moved away from making such titles. As a result, console middleware was more widespread than PC focused technology such as CryENGINE® 1 and 2, but we have had some great successes and developers are working on great looking games that will launch soon, that started out on earlier versions of CryENGINE®. We’re happy with the quality we achieved, but circumstances limited the quantity of licensees we signed up. That won’t be an issue with CryENGINE® 3!
PC Play: Your new engine is targeted for PlayStation 3 and Xbox 360 out-of-the box, which was not the case with the past one. Was CryEngine 3 made entirely from scratch, or you heavily modified CryEngine 2 to meet consoles' hardware environment?
Carl Jones: Our aim was to maintain the quality of output and tools from CryENGINE® 3, and make the support of consoles painless for our licensees. As such the console versions of the engine plug in seamlessly to CryENGINE® 3 Sandbox on PC, allowing developers to build on 3 platforms, simultaneously. This is no simple trick and it did require that the console engines were built from scratch – this is not a port of PC technology, by any means – such solutions have been proven to fail in this generation of consoles.
PC Play: Can you tell us something about sheer hardware power of today's consoles, specifically PlayStation 3 and Xbox 360? How much are you able to squeeze out of them with CryEngine 3?
Carl Jones: Always for Crytek, the PC will be the highest performing platform and CryENGINE® 3 is no exception – simply because PC technology has upgraded several times during the life cycle of the console. Having said that, we’re delighted with the performance we’re achieving on PS®3 and Xbox 360™ – we can run massive worlds at incredibly high quality on both platforms. We’re confident we’re going to set a new benchmark for what is possible in the current console generation.
PC Play: How well does CryEngine® 3 use the advantage of dual-core and quad-core PC CPUs? From a gamer's standpoint, if I own an Intel Core2Quad, will I have to upgrade to i7 in order to flawlessly run upcoming CryEngine 3-powered titles?
Carl Jones: CryENGINE® 3 has been built to take full advantage of multi-core systems, past, present and future. You will get great performance in CryENGINE® 3 on your dual-core and quad-core CPUs, but of course, if you upgrade, you’ll see the performance increase further. In the development of CryENGINE® 3 we have been working really hard on solutions that enable phenomenal looking games on both the low and high end - so you won’t need to upgrade by any means to get great results from CryENGINE® 3 games.
PC Play: Now some platform-specific questions. Can you tell us something about difficulty of development with CryEngine 3 for each of the platforms; PC, PlayStation 3 and Xbox 360? How much do they differ with each other?
Carl Jones: There is no difference, that’s the beauty of CryENGINE® 3. You build your game in Sandbox and the engine takes care of making your content work on each platform. You then spend your time tweaking your assets, game design and level design to take advantage of each platform’s slight differences.
PC Play: Since multiplatform games are what many publishers want nowadays, how are they easy to make with CryEngine 3 and how compatible is CryEngine 3 between target platforms? More specifically, if PC is a lead platform of my game, but I want it to be on PlayStation 3 and Xbox 360 also (and vice versa), how easy is the process of porting with CryEngine 3?
Carl Jones: With CryENGINE® 3 – you don’t really port to each supported platform – you build your game to run on CryENGINE® 3 and it will run on PS®3, Xbox 360™ and PC. Your lead platform is now simply a matter of design – not a requirement to favour one development approach over another due to technical limitations. There are differences between the platforms, but these are easy to play with in Sandbox and CryENGINE® 3, allowing you to mix and match solutions, asset quality and quantity to get the best results on each.
PC Play: What are the new technologies you're able to use with CryEngine 3 which were not available with the CryEngine 2?
Carl Jones: We have implemented more multi-core support, streaming, a new rendering technique: Deferred Lighting, which allows for a huge number of dynamic lights in a scene, without requiring a high amount of processing power, we have real-time global illumination in the engine, plus a host of smaller, yet important improvements to all our technologies and features.
PC Play: In CryEngine 3 demo we've seen even more destructible environment than it was the case with CryEngine 2. What level of destructibility does it offer? Will we be, for example, able to destroy entire buildings, skyscrapers and similar stuff?
Carl Jones: In CryENGINE® 3 you can destroy anything you want to build as destructible. We have a procedural system that can be used on any material in the game, as well as more traditional asset-based destruction. Procedural destruction is more expensive in processing power, so we tend to recommend using it when you want the player to control the destruction precisely. But with the latest hardware, blowing up a skyscraper using full procedural physics would definitely be possible!
PC Play: Sandbox Editor was a huge addition to Crysis for modding community. I mean, I've seen really incredible stuff those guys do with it. Can you tell us something about new features and possibilities of the new Sandbox Editor?
Carl Jones: Our new sandbox editor just makes things easier and faster for the user – we’re improving the basic interface and interaction with the editor, adding new features, such as visual browsers for various game assets and we’re adding more and more to LiveCreate, which makes a real-time connection to content creation tools such as Photoshop, enabling instant update of assets in-game.
PC Play: What kind of genres do you expect developers will use CryEngine 3 for?
Carl Jones: CryENGINE® 3 isn’t genre specific – you could use it to make any game. Ultimately it delivers the ability to have large, fully-interactive worlds, with near CGI quality graphics, so it lends itself to any game that wants to achieve a movie feel. A lot of Action games, RPGs, MMOs, but really any genre that benefits from the power of the engine.
PC Play: Last, but not the least: how do you think PC gaming will develop and evolve in the future?
Carl Jones: PC gaming will go online much more in future – communities and users will become vital parts of PC games. PC will also lead the way in terms of graphics quality, we are not far away from movie quality gaming experiences on home PCs. The new hardware will instigate a renaissance in graphics programming as new technologies will support multiple rendering solutions in a single game or game engine. We’ll see graphics and a level of interactivity with game worlds that will amaze gamers. Making games this real and accessible will further increase and broaden the gamer demographic, so more people will be playing better games with more connectivity to their fellow gamers. Greater gaming is on the horizon and we are heading towards it as fast as possible
附机翻
由Igor Gajic
2009年12月18日
电脑游戏:CryEngine 3,显然是一种先进的工具,真正复杂的,对于刚开始时,让我们介绍一些基本知识。就像CryEngine 3假人:-)那么,它如何区别与CryEngine 2,为什么好,它容易使比其前身开发?
卡尔琼斯:CryENGINE ® 3是有一些很易于使用的工具,使开发真正的权力,迅速创造最复杂的环境,在目前这一代游戏强大的技术可能。之间的CryENGINE ® 2和CryENGINE ® 3的主要区别是,控制台首次平台的支持,在实时开发增长 - 我们的“什么您看到的就是你玩”的工具,现在的设计适用于所有平台,同时进行。我们还增加了LiveCreate功能,所有管道和发展进程,使CryENGINE ® 3 100%实时,所有的时间。在最重要的是,我们已经取得的着色能力和功能的巨大改善,简而言之如此,CryENGINE ® 3提供了大部分的权力和速度,发展成为可能。
电脑游戏:只要一问及有关CryEngine 2。你能告诉我们如何做到了发牌去,并做到了满意的事你的期望?
卡尔琼斯:授权是PC发动机了困难,在过去由于市场本身的游戏性质的变化几年。盗版伤害个人电脑上的游戏的销售数字计算,因此,发行商和开发商脱离作出这种游戏。因此,控制台的中间件更为普遍比PC机的重点,如CryENGINE ® 1和2的技术,但我们取得了一些伟大成功,开发商对美观的游戏,将很快推出的工作,即开始了对CryENGINE ®的早期版本。我们很高兴我们的质量取得的,但条件的限制持牌人的数量,我们签订了协议。这绝不是一个CryENGINE ® 3的问题!
电脑游戏:您的新引擎的PlayStation 3和Xbox 360的目标外的箱子,这是不是与过去1例。 3条作出了CryEngine从头开始,或者重大的修改,以满足CryEngine 2完全游戏机的硬件环境?
卡尔琼斯:我们的目标是保持产出和CryENGINE ® 3工具的质量,并充分利用游戏机的支持,我们的授权无痛。因此,在控制台无缝CryENGINE在PC ® 3沙盒的引擎插件版本,允许开发者在3平台上,同时进行。这不是简单的技巧,并要求它在控制台引擎是从头开始建立 - 这不是一个港口的电脑技术以任何方式, - 这样的解决方案已被证明失败在这一代游戏机。
电脑游戏:你能介绍一下今天的游戏机,特别是PlayStation 3和Xbox 360的硬件绝对权力吗?多少钱你能来挤压出来的CryEngine 3?
卡尔琼斯:始终为Crytek的,筹委会将是最高性能的平台和CryENGINE ® 3也不例外 - 是因为电脑技术升级,在控制台的生命周期几次。话虽如此,我们正在与我们的性能在PS ® 3和Xbox 360™实现高兴 - 我们能在令人难以置信的高品质在两个平台上大规模的世界。我们相信,我们将要设置什么是可能的,在当前控制台一代新的基准。
电脑游戏:效果如何CryEngine ® 3使用双核心和四核心PC处理器的优势?从玩家的角度来看,如果我自己的一个Intel Core2Quad,我将不得不升级到ì7以完美运行即将推出的CryEngine 3供电的标题?
卡尔琼斯:CryENGINE ® 3已建成以充分利用多内核系统,过去,现在和未来。您将获得你的双核和四核CPU在CryENGINE ® 3强大的性能,当然,如果你升级,您将看到性能进一步增加。在CryENGINE ® 3的发展,我们一直很努力的解决方案,使同时在低端和高端惊人的期待游戏 - 因此您不会需要升级以任何方式从CryENGINE了很大的成绩® 3游戏。
电脑游戏:现在有一些平台的具体问题。你能告诉我们一些关于困难与CryEngine 3发展为每个平台的东西,电脑,PlayStation 3和Xbox 360?到底他们彼此之间有什么不同?
卡尔琼斯:没有区别,这是CryENGINE ® 3美。您建立您的沙箱游戏和引擎注意到使您的每一个平台上工作的服务内容。然后,您花时间调整自己的财产,游戏设计和层次设计,以每一个平台的细微差异优势。
电脑游戏:由于多平台的游戏出版商想了许多现在,他们如何容易的与CryEngine 3,如何兼容是CryEngine目标平台之间的3?更具体地说,如果电脑是我的游戏平台领先,但我希望这是在PlayStation 3和Xbox 360也(反之亦然),是多么容易与CryEngine 3移植过程?
卡尔琼斯:在CryENGINE ® 3 - 你真的不给每个端口支持的平台 - 你建立你的游戏运行在CryENGINE ® 3,它可以运行在PS ® 3,Xbox 360™和个人电脑。您的铅平台现在只是一个问题的设计 - 而不是规定有利于对另一技术限制,因为一个发展模式。有平台之间的差异,但这些都是容易玩的沙箱和CryENGINE ® 3,使您可以混合和匹配的解决方案,资产质量和数量得到每个最好的结果。
电脑游戏:什么是你能与CryEngine 3使用不带的CryEngine 2提供的新技术?
卡尔琼斯:我们已推行,而不需要强大的处理能力高的数额多核心的支持,流媒体,一个新的渲染技术:递延照明,需要有一个动态场景中的灯光大量允许,我们可以实时的全球照明在发动机,加上规模较小的,但重要的改进,我们所有的技术和功能的主机。
电脑游戏:在CryEngine 3 demo,我们已经看到更毁坏的环境比,这是与CryEngine 2例。什么样的破坏力水平又如何?我们是否会,例如,能摧毁整幢,高层建筑和类似的东西?
卡尔琼斯:在CryENGINE ® 3,您可以摧毁任何你想建立的毁坏。我们有一个程序系统,可以在任何游戏中使用的材料,以及更多传统资产为基础的破坏。程序的破坏是较昂贵的处理能力,因此,我们倾向于建议使用它时,你想要的球员来控制精确的破坏。但是最新的硬件,炸毁了一座摩天大楼使用充分的程序物理学肯定是可能的!
电脑游戏:沙盒编辑器是一个巨大的除了改装社会孤岛。我的意思是,我看到的东西实在令人难以置信的那些家伙用它来做。你能告诉我们关于新功能和新的沙盒编辑器的可能性吗?
卡尔琼斯:我们的新沙盘编辑只会使局势更加容易,为用户提供更快捷 - 我们一直在进步的基本界面与编辑的互动,增加如各种游戏资产视觉浏览器,新的功能,我们正在增加更多到LiveCreate,这使得实时连接到内容,如Photoshop的工具,使资产的即时更新游戏。
电脑游戏:什么样的风格,您希望开发人员将使用CryEngine 3?
卡尔琼斯:CryENGINE ® 3不是特定类型 - 你可以用它来作任何游戏。最终它提供的能力,有大,完全互动的世界,附近的CGI质量的图形,因此它更倾向于使用任何游戏要达到电影的感觉。一个动作游戏,RPG游戏,MMO游戏,但真的有很多好处体裁从发动机的动力。
电脑游戏:最后但并非最不重要:你怎么认为PC游戏将开发和未来发展?
卡尔琼斯:电脑网络游戏将在今后作出更大 - 社区和用户将成为PC游戏的重要部分。电脑也将导致图形质量方面,我们是不是远离电影质量的家用PC游戏体验。新的硬件将挑起图形编程复兴的新技术将支持在一个游戏或游戏引擎多重渲染解决方案。我们将看到的图形和与游戏世界令他惊异的玩家互动性的水平。整场比赛真正进入将进一步提高和扩大游戏人口,让更多的人将发挥更多的连接,他们的同胞玩家更好的游戏。大游戏是在地平线上,我们正在朝着这个方向尽快 |
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