Cryengine 3 terrain technology to unity! [NEED FEEDBACK]

Hi all, I was just amazed by the graphic power of cryengine 3, so I decided to work on a much more realistic terrain. No more flat and ugly textures on the ground, basic albedo and indie games, I wanted something which would be as awesome as CE3 terrain. So here is my first update, I just finished it so it is really basic : no LOD control over the relief mapping, low fps, it requires SM3, textures are a little ugly, relief mapping is still to fix, the scene is basic and the gpu memory required is quite high.

BTW I really like to know what u think about this shader, and, why not, if u have any suggestion.

Thanks

Here’s the link

http://dl.dropbox.com/u/91501658/ReliefTerrain/WebPlayer/WebPlayer.html

Well on my midd end laptop (slow performing at the momment) performance is terrible so if i cant get decent playable performance it really doesnt count much for me. Relief mapping if way too strong by the way, stones are pushed outside way too much.

Performance was too low for me to critic well.

GTX 560 and still low performance…

Mega lag, not bad from what I saw though

Looks beautiful – its amazing! :slight_smile:

Just work on auto LOD, and maybe (Somehow) implement ‘chunk’ loading. That should speed up performance.

Its great, just needs to be way more optimised.

Runs ultra-smooth, 100-150fps on my Mac with Radeon 5870. So I wonder if it’s working right. :wink: This is what I get:

–Eric

the terrain actually looks very good. I get about 1 fps on my cheese core processor though :wink:

Runs totally fine on my Alienware. Is everyone else using 486s or something?

386 for me! still have one in the garage.

I like the way it is looking. Great work so far.

Some tips (from a complete non-professional):

  • The dirt texture was way too textured. I think I should be a lot smoother
  • The grass and rock… Are the one combined texture, or did you apply 2 textures (grass then rock)? If it is one texture you should separate them out cause I think there were too many rocks in the grass.
  • The trees looked awesome and I got decent frame rate in there (50 FPS)
  • The textures did protrude little too far. I would say drop them down by at least half of what they are now and that will start to look more natural.

Once I started walking down the mountain I dropped to about 20 FPS.

Its looking good, but still needs quite a bit or work on how to handle loading.

And I agree with Suctioncup

My Specs

Processor: Intel i7-2600 CPU @ 3.40GHz
Video Card: Overclocked EVGA: NVIDIA GeForce GTX 560
RAM: 24GB DDR3 1600

Not bad… I got 300 FPS on my system with a GTX 570

ATI 1 gig and really laggy for me but i can see where the problem is. its generating poly’s in the terrain on the fly using i guess some kind of mapping texture. its great to use to make terrain look great but bad to use for real time rendering because the player’s computer has to then render those poly’s in real time which causes lag (depending on CPU and ram for the comp and GPU and ram for the video card). Thats just what i can tell anyways from this demo and thats why most big name games have flat terrains and just use a normal map to make it look 3d.

not exactly
all u can see is just default terrain mesh without tessellation, I use the relief mapping, a technique to simulate real geometry, but ALOT less expansive than tessellation

Lag is probably caused by the ray tracing not only near the player, but also far away : that’s what I have to fix

Then try the free Cryengine 3, u’ll see in the example what I mean

PS Finding a way to add a self-occlusion and self-shadowing technique :s grrrr too complex

NVidia geForce 1GB card, 8 GB of ram and quad core Intel CPU and I was getting about 6 FPS on my workstation. I’m working on dual 24" screens, so not sure if that’s an impact or not? My observation: the parallax mapping or whatever was far too intense, the map needs toned down a lot. I think it will look perfect if the intensity is brought down but about 40% or so.

On this machine it runs alright, at 50fps (90fps fullscreen). (AMD/ATI HD5770, E8200 Core 2 Duo)
It looks very odd on extreme terrain though:

I barely notice the effect it when looking uphill, and see extreme artifacts when looking downhill.

here’s the new update http://dl.dropbox.com/u/91501658/POM/WebPlayer/WebPlayer.html

Changelog

Changed normal, albedo and displacement texture for 2 textures of the terrain
Fixed a bug in which the intensity of the relief mapping was too sharp on cliffs(still some bug if it’s too leaning)
Fixed displacement textures so that now each layer uses its own displacement texture
Far terrain texture still needs to be fixed
Raycasting is done on all the mesh, if u have low fps just turn toward the sky and look the terrain near, under your feet, not far away
Reduced texture size to 512 in order to have a quicker access and less latency —> better performance, but just a bit

Still trying to solve the low fps problem when looking far away
Trying to add a dynamic and static LOD method

I solved part of that problem, but it’s a common issue also in cryengine, look here

Poll : do u think is as good as cryengine? What could be improved?

PS once u tryed the game please tell me just your gpu stats:
Model
memory

and ram of the current system

Thanks

Maybe post a picture of CryEngine’s terrain for those of us that don’t know what you’re referring to.

The terrain worked okayish for me, 20fps, but that’s slow. I like the rocky bumpiness, but there’s a lot of jittering and banding artefacts.

Cod there is one thing to consider, if you really want to use that steep relief mapping you will have to make all textures from polypainting in Zbrush, otehrwise textures will be way too stretched like yours, and also you will have to get displacement map value from high poly mesh not color information of texture.
I am sure with using that it will look much better. At least thats how Crytek does it.

did u tryed the latest version or the previous one?

I know, but actually I don’t know how to use it :stuck_out_tongue:

In addition I fixed relief mapping with “correct” silhouettes shader