I agree but "Fanboy" is just stupid talk and mostly the sign when it is brought up highlights more on the originator than the aim. Platform rivalry period is dumb so lets ignore that part.
I did not mean to use fanboy to harken platform-wars stuff, rather to point out a lot of people use technical words without knowing what they mean.
I would really wait for the game to comeout
I know hence why I said that others games do these but it is the amount all working in this one, and I struggle to thing of games that do this many.
AC unity, Ryse, they all have clothe, character hair movement, etc...
No I am actually Factually correct as you have just exampled, the fact it "could" have been done in real-time is irrelevant that is was and is not and you can see the increase in PP in the scenes that are not RT clear as day. As you could in Ryse.
Crytek devs have stated multiple times that the Cutscenes in Ryse are realtime and capable completely in engine. They are just used for masking loading on the xb1 version, and since the PC port is lazy, they never went back and put in the animation data. Same with that first cutscene in Crysis 3. It is used to mask the loading as well have pre-rendered so it runs on xb360 and PS3. The extra "PP" you are talking about is litterally jsut low bit rate video. No joke. Why would a person
who doesn't work for crytek lie about some video
he alone created?
Sorry I thought you also held Crytec as the example of the only Tech house. I think they are a great team and the Cryengine is superb but saying it does most things better and in "real-time" is incorrect. Even its GI use in Crisis 3 and the improved version in Ryse is still far from a real-time solution like Ray trace or even Voxel cone, every version is a "hack" the implementation and method is what matters. Plus the GI in Crysis 3 is based on a single light source not multiple
I would agree that the GI isnt the best
now or most comprehensive.. but it is basically the only real time GI in a game engine (with released games) that isn't based on lightmapping or generating a completely different set of textures. But like I said, the engine does
almost everything better than everything else. For every instance where the GI has limitations (sun limited), the POM, PADM, forward shaded special materials, plant physicalization, etc... is pretty much top of its class.
But this is the same as guessing what they DID do to what they did not. I do not want to spoil the game for myself so I will take your word on it. But by using most likely dynamic cubemaps with Capsule silhouettes for characters is again a great and much more solid implementaion that SSR that has all the artifacts and banding that goes with.
It is extremely arguable that "not going with SSR" produces better results. SSR doesnt have banding limitations unless it is rendered at a lower res, likewise there are ways to limit its artifacting (deep G-Buffer, temporal resampling). I would argue having a specular occlusion function, which SSR does extremely well, is very important.
The Diffuse, radiance, Fresnel along with the bouncing of light sources in the game tied in with the Shader process is still the best yet seen. They went to pain staking efforts of getting each material, object scanned and presented in the game accurately. With additional composite maps for each separate element of surface condition and AA that would otherwise be missed by the 4xMSAA the game uses.
It is not only impressive visually but just as much technically.
All those things you list are done by every PBR engine pretty much. Rather, the thing the Order should be praised for is its clothe rendering... which no otehr PBS engine does. I think the game is doing a lot of stuff that I find technically great, but there is a whole bunch of people who type stuff like "looks like real life, yo." or "best grafix 3va!"
Likewise, like any engine, you can critique the deisgn diecision mades regarding certain effects whilst still recognizing it is good looking. That is basically what I enjoy doing. I do it with any and every engine.
Actually, RAD gave whole talks on soft body physics and their implementation in The Order.
Which we unfortunately heard only about through secondary sources. We never actually learned
what it is doing.