• Home
  • /
  • News
  • /
  • Crytek: Unreal Engine 4 wouldn't be able to do Crysis 3 on consoles, will be a benchmark for a couple of years on PC

Crytek: Unreal Engine 4 wouldn't be able to do Crysis 3 on consoles, will be a benchmark for a couple of years on PC

Posted by: Ahmed Al-Dajani 22/Dec/2012

Cevat Yerli, chief executive of Crytek has stated during an interview with Gamesbeat that Crysis 3 will be the most technically advanced game on the market for a couple of years on PC and he thinks that Epic's games next gen middleware engine UE4 can't do Crysis 3 visuals right now on consoles, thanks to the latest iteration of Cryengine 3:


GamesBeat: Is there anything else that will be your most direct competition, then, in terms of graphics quality?

Yerli: No game that I know of. Well, there’s another one that we’re doing. [laughs] Crysis 3 on PC is going to be a benchmark experience for at least two years. When I see what’s happening on the PC market, and even what we do. The PC market is not going to grow vastly more before a lot of games catch up. We had the same thing with the first Crysis on PC. When Crysis launched, it was the high-end benchmark for a good three years. I think Crysis 3 is going to do that again.


GamesBeat: How do you think Crysis 3 is going to look compared to Unreal Engine 4 games or next-gen console games?

Yerli: I honestly think that Unreal Engine 4 would not be able to do Crysis 3 on consoles right now. The PC version could do it, maybe, but it would call for a higher PC spec. CryEngine 3 is capable of doing anything Unreal Engine 4 can. We don’t need to tick up the number to CryEngine 4.

As far as next-gen console games, I think Crysis 3 on the PC will be very comparable. Because it’s a high-end PC title, implicitly it’s a next-gen game. It’s just a next-gen PC game.


GamesBeat: What would you say is the kind of scene that pushes the graphics to the limit? Scenes like the grass there, or something else?

Yerli: Each of the environments are pushing the density, the production density, and the unique assets that we are putting through the pipeline. Loading it from the disc to memory and to graphics. That pipeline is very intense, unlike anything we’ve done.

Usually you have one asset that you re-use a lot. Crysis has a lot of unique assets, and we’re re-using a lot of those as well. We’re pulling a lot of tricks to make both the unique assets and the density happen. That’s a very big challenge.



 


0 comments
No Comments added yet! be the first to do so!