DICE’s Environment Artist Experiments With CRYENGINE & Creates A Breathtaking Map

Joakim Stigsson, environment artist at DICE, has been experimenting lately with CRYENGINE and created a spectacular mountain map. In addition, Joakim has included a house with incredible indoor details to it. This map is taking advantage of CRYENGINE’s Physical Based Rendering techniques, and looks absolutely stunning. Enjoy!

Mountain Lodge Daytime

Mountain Lodge Nighttime

19 thoughts on “DICE’s Environment Artist Experiments With CRYENGINE & Creates A Breathtaking Map”

  1. It took a little over 20 years, but game engines have finally hit Toy Story-level fidelity 🙂

    So, another 10 years until Avatar-level fidelity?

    1. Toy Story was released in 1995 and it was in 2000 that with the launch of GeForce 2 that nVIDIA claimed that one day they would achieve Toy Story level graphics and Tommy Duff from PIXAR wrote a whole article mocking their attempt saying that it will take around 20 more years to do that (2020).

      The video above surpasses Toy – Story in many aspects but still it lacks in terms of poly-count per object may be. Toy story had around 7-17 million polygons per frame whereas Crysis 3 had up to 20 million but there were much more objects in Crysis 3.

      It probably will not take 20 years as Tommy Duff predicted, but it will be more than 15 .:(

      1. You could double the polycount of any current game and it wouldn’t improve the perceived graphical fidelity much if at all. Pixar and the like are wasteful with polygons because they can afford to, not because more polygons look better. They also all use smooth, round character faces instead of lifelike detail because realism is simply not their goal. As far as I’m concerned PC graphics surpassed Toy Story level years ago. Toy Story had wasteful features like absurd polycount and raytraced lighting but it had awful materials. The plastic doll looks pretty good but the child and its clothing look just as plastic. Toy Story looks ancient by modern standards:

        http://i.imgur.com/YzAtCNk.jpg

  2. Hehe it looks sweet. Until a sick mind DICE art director gets his hands on it and starts filling it with a supernova sun, flares effects all over, blue tint/red/yellow, dramatic contrast with pitch black shadows, etc etc.

    Anyway Frosbite engine is no match for CryEngine.

    1. God ik, the nonstop lensflares piss me off. They do realize we would have to be looking through a lens to get lens flares right?

  3. Mindblowing. Put this in 4k @ 120hz in VR and you are pretty darn close to the Holodeck.

    i typed that before they went outside. Holy he’ll the outdoor looks BAD. Turn off that DOF bs!!

  4. People think this stuff looks great but it just looks like 3D renderings from 3d modeling programs from like ten to fifteen years ago. And sure still looks nice but it wont run at 1080p and 60fps on anything less then a high end and very expensive PC.

  5. Is it just my browser or are the videos plagued with hiccups, roughly every second? Maybe they encoded them wrong (incompatible with youtube)? Either way, it completely destroys this for me. I will try downloading the video to see if it runs just as bad offline.

    EDIT: Offline there are no hiccups. Except for the 30 hiccups a second.

  6. I agree today’s games surpass toy story in many aspects, but there are a few ones where they do not and that is what I was pointing to. For example the leaves of the trees in toy story were not just flat textures, and they had geometry and also the fingers were more rounded due to the polygons.

    Toy story did not use ray-tracing, but they did use some advanced stuff ( I looked into some slides long ago but could not understand much). They also used something like 16X supersampling and ran at 30 fps with resolution something like 1500 X 900. And their animation was highly advanced too,

    Todays games can be played at around 4K resolution; if future cards get strong enough to run the games at 4K with 4X supersampling, then the effective resolution will be something similar.

    Ryse has already better animation than Toy Story, and Unreal Engine 4 has a lighting model much more complex than Toy Story I guess ( which is not being used currently). So I was counting on 2015/2016 for games which surpass Toy Story in every way. Doom 4 or next Metro game or Star Citizen may be 🙂 .

    1. If surpassing Toy Story “in every way” means making tree leaves 3D then no game this decade will fit the bill. The current way trees are done is yet to be perfected. We are still not doing legit large forest scenes. No game has shown the tropical rain forest or vast pine forests in a Northern landscape. And the “architecture” of each tree is still very simple in most games. We’ve made the jump from full 2D to 3D trunk, 2D branches, to 3D trunk and branches with 2D leaves. Jumping to 3D leaves will take many years because it’s the biggest jump of all.

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