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Review: Far Cry Back To Page 2 
Graphics
The game engine, which is called CryENGINE started out as
a technology demo for NVIDIA to show the capabilities of the
GeForce 3. The game has a very long draw distance which reaches
far out into the world and the level is loaded without pauses.
The engine can without problem render both vast outdoor areas
of a tropical island and transition to inside areas, such
as old World War II bunkers and other complexes which can
be found through out the islands. Palms will sway in the wind
and water will hit the beaches. Under the water, fish swim
about and I can really say I enjoy the graphics and the environments
in the game.
The engine provides a lot of eye candy, lens flare, water
effects, a quite good physics engine (not Half Life 2 physics
though). It makes extensive use of pixel shaders (such as
water) and Polybump normal mapping. With the 1.3 patch, Crytek
introduced HDR, High Dynamic Range, which if you stare directly
at the sun and then looking away it will result in the beach
looking darker than normal for a few seconds and then return
to normal.
Still, even this far in computer 3D technologies, we have
clipping and textures far away that will scale down even with
everything maxed out. Targets at a far distance will fade-in
the closer you get. Lowering quality on some graphics setting
and plants will start out flat and will then pop up in high
detail as you get closer.

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