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Both of these factors make players feel like they are in a believable world and can interact with it. Creating present experiences has a lot to do with how you design everything to feel real to the player, and also how we aim for high graphical fidelity. On the flip side of the same coin, reducing rendering artifacts is also a must as it will also affect the player’s comfort in a positive way. Performance and clarity of the image is about meeting the platform’s target frames-per-second, as drops in frame-rate often result in physical discomfort.
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What challenges did you face in bringing the power of CryEngine into a VR space?Įlijah Freeman: Some of the main challenges when creating VR experiences are of course technical performance, player comfort level, creating present experiences, and in Crytek’s case – getting to high graphical fidelity. Sayed: There have been numerous prototypes showcasing VR games in the past few years but few have approached the visual fidelity of Crytek’s offerings thus far. The demo also makes use of our highly efficient anti-aliasing solution, which is a perfect fit for the performance and quality requirements of VR applications.
#Dinosaur island 2 full
Sayed: Tell us about some of the technology used for Back to Dinosaur Island 2.Įlijah Freeman: The “Back to Dinosaur Island 2” demo makes full use of the core rendering features of CRYENGINE, like the physically based lighting and shading which were heavily optimized for consoles already. The demos offer a little taste of what we hope Robinson will become, but they should be thought of as separate experiences. When we say the Back to Dinosaur Island demos have “inspired” Robinson: The Journey, we essentially mean that we’re working to replicate and build on the sense of presence and awe players have experienced in those demos, but on a much grander scale and with greater interactivity. That demo marks the start of Crytek’s story in a lot of ways, and also featured dinosaurs roaming an island created with CRYENGINE! These two demos also have a spiritual connection to the first demo Crytek ever showed at E3 in 1999, X-Isle. We wanted to create a world that featured lifelike environments, a sense of vastness, and, of course, huge dinosaurs-all things that could really draw players into the world and generate a feeling of wonder. When we were first exploring ideas for VR demos, we felt like the Dinosaur Island theme really lent itself to the medium of virtual reality and played to CRYENGINE’s strengths. Sayed: Could you explain the connection between Back to Dinosaur Island 2 and another Crytek-developed VR title called Robinson: The Journey?Įlijah Freeman: Both Back to Dinosaur Island 2 and the Back to Dinosaur Island demo that preceded it have acted as inspiration for Robinson: The Journey. That demo marks the start of Crytek’s story in a lot of ways, and also featured dinosaurs roaming an island created with CRYENGINE!"
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"These two demos also have a spiritual connection to the first demo Crytek ever showed at E3 in 1999, X-Isle. GamingBolt spoke to executive producer Elijah Freeman about Back to Dinosaur Island 2 and how exactly it ties into Robinson: The Journey while also getting his thoughts on VR gaming in general. While there’s still plenty we don’t know about the game, it seems all those Jurassic animals and features won’t be for naught. Of course, the demos have a further function in that they’ve “inspired” Crytek’s full-length VR title Robinson: The Journey. These two VR demos explore the virtual space from a CryEngine perspective, which means they push for photo-realistic visuals and realistic environments. Among the many developers to enter into VR gaming is Crytek who has showcased Back to Dinosaur Island and Back to Dinosaur Island 2.