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Crytek on Ryse: decrementing polygonal decided to have a better look

In recent days there is a news story that has created several threads on the exclusive Xbox launch One Ryse: Son of Rome : a widespread slide by Crytek shows how the protagonist's polygonal model, Marius, is composed today by polygon against the 150,000 85,000 declared months ago. This has led many to think of a downgrade, but actually it is not so: at the D.I.C.E. 2013 Crytek explained how that choice has been sought to improve, not worsen, the graphics of the game.

German developer has stated that the decrease was polygonal decided to improve other aspects of the game: lighting and shading, detail textures, LOD, elimination polygonal fortification of the game world and more moving parts, all subject to physical simulation on armor.

The image you see on the left ( click here to see it in high resolution) we show the same scene before and after these interventions: the above is a screenshot from the E3, while the second came from a slide in the presentation video of Crytek in 2006 interactive achievement awards and shown in streaming on Twitch (which is why it is more blurry/sgaranto, problem due to the quality of the video, not the game) and shows us what it looks like the game today.

The image below shows several improvements: the global illumination appears more realistic and less artificial, with a better diffusion of light that brings up the materials less "bright" and plasticosi. Even the shadows appear softer and realistic. The increased detail in textures is notable on the skin of the neck of the right character, much more detailed and realistic, while increasing the polygonal game world is reflected in the background scenery, albeit blurred view the presence of a greater number of elements. Also welcome the addition of rain, which adds a nice atmospheric touch to the whole.

Finally the LOD: Crytek explained that the initial release of the game featured Yes greater polygonal wheels on characters, but used the technique LOD ( Level of detail ) to dynamically, then as they walked away from the camera, so you can move the computational capacity of the console on other elements of the scene. This is a technique often used by games that can create annoying pop-up effects. With the decrease of polygonal characters, Crytek has decided to get rid of this technique so now all models present the same polygonal wheels regardless of their distance from the camera.

And seeing the comparative image, there seems that those 65,000 fewer polygons are then a great difference in character models, which appear to be equally complex. Moreover the same CEO, Cevat Yerli Crytek has tweetato that the title did not immediately downgrade than at E3 but only improvements, adding then the cryptic phrase " is a Full HD experience! ", which many took as a confirmation of the 1080 p resolution of the game but it could also just mean that, once upscalato to 1080 p from the console (it seems to be rendered to 900 p native )the title is indistinguishable from a normal Full HD experience. We are however clarification in that regard.

In short, it seems that the many rumors and fears that had generated around this alleged "downgrade chart" were unfounded. We have to wait for new gameplay video to see what it looks like at the moment, waiting to get my hands on from November 22.