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Crytek: the next generation

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  • Crytek: the next generation

    In our graphics cards tests, there's one game that's our go-to title when carrying out gameplay performance analysis: Crysis 3. Crytek's last game is a technological showcase: one of the very few games built with next-gen development in mind, and the best stress test for the latest AMD, Nvidia and Intel GPU technologies. With the next-gen console zero-hour approaching, we reached out to Crytek to talk tech - to discuss how their multi-platform engine was ported onto next-gen, what the company view was of the new Sony and Microsoft architecture, and of course to sneak in a few questions about Ryse.
    There's some interesting and dare we say it controversial stuff here. Image quality purists won't be too happy to see another developer signalling the death of multi-sampling anti-aliasing in favour of temporal and post-process alternatives, while a great many core gamers won't be ecstatic with the reasoning on the firm's line on 30fps as the preferred standard for console gameplay. And yes, we have an Xbox One developer telling us that multi-platform releases won't be that much different between the two next-gen consoles - a line of argument that doesn't go down very well with some at the best of times.
    Regardless though, across the range of questions, there's some fascinating new information here - how the move from PowerPC architecture to x86 radically changes the way that developers code and optimise their games, a frank assessment of the raw CPU power of the new consoles, Xbox One's ESRAM and audio hardware, and Crytek's aim to bring CG-quality visuals to real-time rendering.
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