crysis just looks like every other game when your playing it, if not shitter then ETQWs, which has near photorealistic screens around, you just need to de sat them
most others on google, crysis water isnt real, its done the same way as mario 64 and waverace, realtime water 20years away, unless you have a supercomputer in your room
Its already more than possible. Its intensive yes, but this proves it can already be done in realtime in small areas of the game world.
Things don't have to be real-time, they just have to be convincing enough to check the boxes that people expect to see.
Lastly, static screenshots don't do it justice.
You put Crysis on high next to quakewars running side by side and you'll see at least a 30% difference in quality because many of the effects in Crysis only show themselves when the game is moving.
you set the buoyancy and density of idliquid in map editor, when you add a func_liquid, those setting only work on the player in #17 and #18, and has the collision code for moveables
there are no joints to trace the bounds of on moveables, if you change the mass of it in the def file, it will just end up sitting on top of the liquid surface, using center bounds.expand does the same, so there no point in keeping that bit of code
buoyancy makes you float up to the surface
density affects the speed a entity can move through it
save having to set the buoyancy on all entities manually, and make sludge for alien worlds
all entities use mass in Q43A, and then the volume for physics and gravity
"density" in entity def files have been dead since militia 1.6
1.6 is beta MP and doesnt work, and only version quakeunity has, Q43A has everything and all MP on dedicated or listen servers, playing on either is a replica of 1 another, the only difference on a listen server is the server host will be able to guide a projectile from POV the full guide range and no be removed by nodraw in maps
updating player pvs with projectiles pvs doesnt work for clientside guides