In a recent interview with Eurogamer, director of creative development at Crytek, Rasmus Højengaard, talked about Crysis 3′s transition from a DX11 variant into a DX9 variant, and how Crytek has render features that shouldn’t theoretically work on consoles working…
“We want to make sure as much as is humanly possible can translate from a DX11 variant into a DX9 variant, that will work almost as good on an Xbox console to whatever extent we can, because we don’t want the experience to be different between the platforms,”
“It is very, very difficult, but it is possible. It just requires a lot of effort. Some of the stuff these guys are making work on consoles now is absolutely amazing. It’s render features that shouldn’t theoretically work on consoles, but they’ve managed to construct code that can emulate a similar thing from a… hack and slash sounds wrong, but they don’t have the same streamlined pipeline you would have with a DX11 structure, but they can get to a similar result just by experimenting and using tips and tricks.”
Højengaard provided concrete evidence of this with parallax occlusion mapping. However, Højengaard pointed out that it was not a feature confirmed to be in the console version of Crysis 3.
“I’m not saying this will be in the game, but they managed to make parallax occlusion mapping work, which is an advanced form of bump mapping where you get silhouettes as well, and you have self-shadowing even though you have absolutely no polygons,” he explained.
“That’s a very advanced feature, and it shouldn’t theoretically run on a 360, but they made it run on a 360.”
How many DX11 styled features Crytek gets working on consoles is something we’ll just have to find out when the game is released. Crysis 3 is due out Spring, 2013 on PlayStation 3, Xbox 360 and PC. If your interested in seeing how Crytek handled multiplatform development in 2011, be sure to check out our full Crysis 2 Head2Head Analysis.