Recall, a third-person action-adventure edutainment title, contains expressive characters and stunning environments.
Under Pressure, an tense action-adventure game set in a baroque underwater cruise-liner, makes use of advanced shaders and HDR lighting.
INCorporated, a multiplayer team FPS set in a gritty, Orwellian future, makes use of Reality Engine's PhysX capabilities.
Armageddon contains physics-centric FPS gameplay in beautifully rendered environments.
June 2005
Monster Madness' fast-paced action involves lots of independent animated characters on-screen at once -- most of them trying to eat your brains!
May 2005
Hellion's gory graphics look frighteningly real due to effective use of Reality's shaders & lighting.
May 2005
CellFactor shows the dynamic character animation possible in Reality Engine.
Metronome's surreal cityscapes and beyond are brought to life by Team Tarsier using Reality Engine.
DreamGazers created in one day this in-game environment for their title, Dreamers. The scene demonstrates PRT in a dynamic day/night cycle, HDR, and post-process FX.
FutureFarm's warehouse uses dynamic lighting & soft shadowing, PRT, and post-process FX.
U-235 Studios had never used Reality before, and created this scene in a few short weeks.
This is a full multiplayer scene demonstrating various capabilities. As day turns to night, the entire scene's radiosity-quality lighting adjusts dynamically and accurately.
Reality was the first engine to adopt PRT and remains on the cutting edge of this powerful technology.
This demo is from 2003, long before Doom 3 and other pixel shaded games were available, and still has technology not used to date!
An implementation of tone mapping for dynamic exposure control. While the demo was created in 2003, this technique is still considered on the cutting edge of rendering technology.
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