Ryse: Son of Rome, Crytek’s under-received next-gen launch title, has earned itself a prestigious SIGGRAPH award for Best Real-Time Graphics. Released last november, the Xbox One’s Roman Hack-‘n-Slash has impressed players and press around the world with its groundbreaking visuals, rivaled only by the likes of PC titles developed with the sole intent to melt your GPU.
During Ryse’s development, special emphasis was placed on achieving realistic characters and immersive story-telling – coupled with the aforementioned graphical achievements – fought the eyes of SIGGRAPH’s judging panel, and has earned the title the #1 spot in their Computer Animation Festival awards (even if it is “only” in 900p).
SIGGRAPH is the leading annual festival on computer graphics and interactive techniques, and will be held in the Vancouver Convention Center, Canada, from Aug. 10 -14 this year. Crytek will be attending the awards and sharing more on the techniques that brought Ryse to live through a series of presentations, the likes of which are listed below:
- Monday, August 11, 9:00 AM – 12:15 PM: Advances in Real-Time Rendering in Games
- Wednesday, August 13, 9:00 AM – 10:30 AM: Asset production in Ryse: Son of Rome
- Wednesday, August 13, 10:45 AM – 12:15 PM: Real-Time Geometry Caches
- In addition, from Monday, August 11 – Wednesday, August 13, Ryse will feature in the Electronic Theater – an eclectic showcase of the finest work in computer graphics from the past 12 months. For full details on Crytek’s participation at SIGGRAPH, visit the official Crytek blog.
Ryse: Son of Rome is a graphical masterpiece that (I feel) does a more than adequate job of displaying the graphical capabilities of the Xbox One – especially for a third-party launch title. As developers and engineers become more and more familiar with the tech. within the Xbox One, and the SDKs continue to roll out – as well as firmware such as DX12 – it’s clear that this console is capable of pushing some serious polygons when those at the reigns are given the proper tools and know-how, and I can’t wait to see where the console is one or two years from now when it’s running all the software that it was developed around.