• Siggraph 2006

    Real-time Atmospheric Effects in Games

    Wenzel, C. – July 30, 2006

    Real-time Atmospheric Effects in Games

    Synopsis: This presentation illustrates the concept of scene depth based rendering used in CryEngine2. Among other things it allows real-time rendering of atmospheric effects such as Sky Light, Volumetric Fog, Soft Particles, Clouds, Lightning and Rivers. 

  • GDC 2005

    Far Cry and DX9

    Wenzel, C. – March 11, 2005

    Far Cry and DX9

    Synopsis: The original CryEngine already utilized a lot of the newly introduced features in DX9 to improve rendering performance and visual fidelity. This presentation sheds some light on what’s been used, how it’s been integrated and the gotchas found along the way. Specifically, it’ll cover SM 2.x/3.0, Shader Precaching, Geometry Instancing and HDR Rendering.