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[TechReport] Crysis 2 tessellation: too much of a good thing? - Page 8

post #71 of 179
Quote:
Originally Posted by Wishmaker;14613886 
I miss the John Carmack days when you would actually have a team aiming at good coding and not throw everything at it hoping for the best. This complacency amongst developers coupled with poor driver support from GPU makers has lead to what we have today: 'the more jiggawatts instead of optimised drivers/games approach'.

I think it's the bad side to having powerful computers and hardware, devs go "Oh well, a slight unoptimization here won't do any harm" just like those people in the Origin thread saying "You have 16GB of RAM, what is 80MB to that?"

IMHO, every MB should be used wisely.
    
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post #72 of 179
Quote:
Originally Posted by Majin SSJ Eric;14614804 
Wow, thanks for COMPLETELY validating my comment... laugher.gif

It's not everyone that got 900$ to drop on two graphic cards. By having an optimized game it could almost make the game run 30% faster in DX11 if not more. You don't care because you got enough money to have a powerful rig but keep in mind some people do not have that kind of money.
post #73 of 179
Quote:
Originally Posted by lordikon;14614692 
The water likely uses a set of textures with UV animations, you could make custom flat shapes for each shoreline, but then when you need to make the water shape from one side of the island connect to the water shape on an adjacent side, the two shapes come together and the texture animations will be noticeably different. It's somewhat difficult to describe over a forum post. But if you just drop one giant plane that encompasses the whole island than you have a single plane that has a uniform texture UV animation throughout, so there are no seams in the water where two water shapes connect.

So the geometry-processing and polygon storage does not eat up enough resources to be noticable when Z-culled? Doesn't Z-culling also require processing?
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post #74 of 179
Quote:
Originally Posted by th3l4st0ne;14614860 
It's not everyone that got 900$ to drop on two graphic cards. By having an optimized game it could almost make the game run 30% faster in DX11 if not more. You don't care because you got enough money to have a powerful rig but keep in mind some people do not have that kind of money.

Before the updates, I thought everybody was whining that Crysis 2 was too easy to run on a lower-end system. Now that the update is out, people are whining that its too system-intensive. IMO, Crytek has offered the perfect solution to the "will it run Crysis" problem of C1. The original release in DX9 runs and looks great on less powerful systems, while the DX11 version runs and looks amazing on higher end systems. Its a perfect solution for EVERYBODY.

Sadly everybody still whines.... rolleyes.gif
post #75 of 179
Quote:
Originally Posted by Majin SSJ Eric;14614615 
Wrong. Q and E for armor and stealth is about a million times better than having to mess with the stupid mouse wheel button.

No. NS2 was stupid. "Oh, I can run fast by pressing shift!" *Enemy appears* *SORRY, YOU USED UP YOUR ENERGY BY MOVING*

NS1 allowed you to actually do stuff (sprint, jump) without wasting precious cloaking/armor/sniping energy OR use energy for sprinting/jump when needed. NS2 does neither. If you played the first game more than 2 hours, it was extremely easy to use the different abilities in quick succession (like speed jumping and switching to strength mode for an epic falcon punch or strength jumping and cloaking to get over a wall undetected) so the NS2 isn't really much better even at what it's built for.
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post #76 of 179
What a waste Crytek!

You've just gone down a notch in my book!

Hope the modding comunity can sort this mess out smile.gif
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post #77 of 179
Quote:
Originally Posted by Majin SSJ Eric;14614615 
Wrong. Q and E for armor and stealth is about a million times better than having to mess with the stupid mouse wheel button.
No, it's not.
Why don't you activate auto aim while you're at it as well?
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post #78 of 179
Quote:
Originally Posted by DuckieHo;14614897 
So the geometry-processing and polygon storage does not eat up enough resources to be noticable when Z-culled? Doesn't Z-culling also require processing?

Yes Z-culling requires processing power to execute the algorithm to discard the "invisible pixels".
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post #79 of 179
I won't complain about the DX11 upgrade, I do however hope that in the future games are designed from the ground up in development and art to have tessellation be a part of the experience, that should avoid this in the future. I think this mess of zero tessellation or massive over-tessellation is a product of console and DX9 compatibility. In Carmack's recent interview he stated that tessellation isn't something you factor in at the core of the game if you have to be compatible with current consoles. Just give it a couple of years and this will all be behind us. In the mean time, I'm just glad there's something we PC users can call our own, even if it is a zillion polygons on a flat surface biggrin.gif
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post #80 of 179
Quote:
Originally Posted by B!0HaZard;14614961 
No. NS2 was stupid. "Oh, I can run fast by pressing shift!" *Enemy appears* *SORRY, YOU USED UP YOUR ENERGY BY MOVING*

NS1 allowed you to actually do stuff (sprint, jump) without wasting precious cloaking/armor/sniping energy OR use energy for sprinting/jump when needed. NS2 does neither. If you played the first game more than 2 hours, it was extremely easy to use the different abilities in quick succession (like speed jumping and switching to strength mode for an epic falcon punch or strength jumping and cloaking to get over a wall undetected) so the NS2 isn't really much better even at what it's built for.

Somebody didn't pay attention to the nanosuit upgrades. rolleyes.gif With my upgraded suit I can sprint cloaked for quite some time. Give it up, plenty of people actually like C2....
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