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I just had a quick look at the new Crysis 2 DX11 update, and was quite surprised by some of the new features, especially the real time reflections on moving models. From what I could gather, there are no parallax errors, so it really does seem like there is some sort of raytracing involved.

Does anyone know what technique the are using to generate the lovely reflections?


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Unless you find a talk of someone directly at crytek, I doubt you will find someone who knows the exact technique that they're using. Their technology is one of their trademarks after all :P –  TravisG Jun 30 '11 at 19:52
Sure... but I mean, are there any similar shaders that people at least know of, and if so, how is it done? –  Kristian D'Amato Jun 30 '11 at 20:23
A quick google search brought me to here: groups.csail.mit.edu/graphics/pubs/… -- is this the sort of thing you were looking for? –  Trevor Powell Jul 1 '11 at 1:03
Yes, thanks. Looks interesting. –  Kristian D'Amato Jul 1 '11 at 7:45
Actually, that paper describes a 'light field' that is precaptured; hence, it cannot show dynamic reflections of moving models and so on. –  Kristian D'Amato Jul 1 '11 at 23:23

2 Answers 2

Its some sort of raytracing agaisnt the Gbuffer. It's all in screen space, and it is done by big pachets of pixels at a time. It was described in crytek's talk on siggraph 2011.

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It looks like they implemented some kind of screen-space reflections. The idea (and rough implementation) was posted on beyond3d forums:


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