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Booh! said:
meehan666 said:
Booh! said:
meehan666 said:
Booh! said:

About Crysis...

Pointless comparison. Lighting in Crysis is real-time calculated. Lighting in Killzone is baked in.


Come on...

It's the same place...

And what's worse is that Crysis 2 is still not better than this.

Small cooridoors, no time of day shifting of light. Pointless to compare baked vs realtime. And anyway, lighting is just one aspect of graphics tech. As long as we are doing videos, show me particle effects like this in killzone:

http://www.youtube.com/watch?v=iwT8XM0AUPM

What baked? Lighting in Killzone 2 is real-time and way better than that of Crysis. In fact Crysis 2 lighting approach is (oh noes!) copied from KZ2 (well Uncharted:DF... http://www.realtimerendering.com/blog/deferred-lighting-approaches/ for the full story, also http://www.incrysis.com/forums/viewtopic.php?id=27883 ).

However, they should make a sprite mod pack for Crysis, since those 2 sprites are really overused:

not to count that fire is not transparent...

http://www.eurogamer.net/articles/digitalfoundry-tech-analysis-crysis-2-demo?page=2

Crysis 2 uses real time global illumination and lighting can be adjusted on the fly. Which is why if you stand still the light and shadows will shift over time, unlike killzone. In Crysis you had a large light source illuminating a massive island full of complex geometry. The small cooridoors that killzone lives on don't compare. 

And again lighting is one thing. RAM intensive features of the engine, like textures, are/will be far superior on Crysis/Crysis 2 compared to Killzone 2/3. And a killzone fanboy shouldn't talk about fire; did they fix the flame pisser?