Crytek reckons that the new generation of consoles will be available in 2012, including the PS4 and Xbox 720.
Crytek has revealed that it is currently working on the next
Crysis-topping engine and that it will be available by 2012 if all goes according to plan.
Speaking at the start of this year's Leipzig Games Convention, Crytek founder Cevat Yerli spoke about what the company had learned from
Crysis and how they were going to apply this to their next game engine.
According to comments made to IGN it's a good thing that Crytek is so eager to learn too -
Crysis cost a whopping $22 million to develop all-in-all, though the game did turn out to be profitable despite the affects of piracy said Cevat.
"
If it wasn't profitable I wouldn't be able to stand here," he commented to
IGN.
Right now, Crytek is working on putting the finishing touches to
Crysis: Warhead, the standalone expansion to the first
Crysis game, as well as developing a new next-gen engine. Interestingly, the new engine looks like it won't just be focused on PC platforms either, with new consoles factoring heavily into the plans of the previously PC-only developer.
Crytek is expected to begin full-time production on the new engine in the latter half of 2009 with an aim to release the new engine by 2012, which is when Cevat thinks that the new generation of consoles (the PlayStation 4 and Xbox 720) will be upon us.
If you're hungry for more details about
Crysis then you can check out our
Crysis review and graphical analysis, or our latest hands-on preview of the upcoming
Crysis: Warhead. Pass on your thoughts in
the forums.
hopefully Crytek won't be anther developer gone down the route of dumbing down games (graphics, controls and gameplay) for consoles. they NEED to keep pushing the boundary of PC gaming
and btw, they're not really going to call it the xbox 720 are they?
shadow maps implementation got to be improved. so does POM implementation, where it doesn't allow AF to work if POM is enabled.
oh, don't forget water reflections and better beach splash effect, such as ray-trace of each water drip. though FFT water waves are very well implemented
I don't understand most of that.. But I guess there are a lot of things to improve on...
I often just end up thinking "How can they make it any better?".. and then they make it better and I'm like "AWESOME"
*crosses fingers.
Don't expect the first real-time ray traced games to look as good as the photo realistic ray tracing now which takes a long time to render one frame.
A mix between ray-tracing and rasterization is most likely in the near future.. with a full shift eventually a probability.
@ Timmy you said it
As for improvements it has been said, better graphics, better AI, better physics (by that time the whole PhysX, Havoc etc will have been sorted out or they will use their own) I believe ray tracing will start slow for small things, water splashes, bullet flight, chicken trajectory.