How to Rotate a Vertex by a Quaternion in GLSL
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Crysis 2 posed one of the biggest challenges Crytek's R&D department has ever faced: develop a multi-platform engine and ship a game simultaneously on PC, Xbox 360 and PlayStation 3. After developing a cutting edge PC engine, having to re-adjust the technology to run efficiently on consoles, where memory is one of the biggest limitations, and maintaining scalability for the next engine iteration, was an incredible achievement. A huge engineering effort was required in order to run Crysis 2 on console hardware: a new streaming system, refactoring of many modules (physics, animation and renderer), low level CPU/GPU and multi-core optimizations, etc. This article covers a small subset of this amazing team effort, which made CryENGINE 3 and Crysis 2 run and look great on all main platforms. Hence, we will get into a couple of key rendering features that have made the difference.