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[NG]Crysis 3 Graphics Will 'Melt Down PCs' - Crytek - Page 16  

post #151 of 325
I remember when Crysis was a game I wanted to run. Now i don't even care about crytek after what they put out with Cry2/Cry3 coming soon.
    
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post #152 of 325
Quote:
Originally Posted by Ganglartoronto View Post

I remember when Crysis was a game I wanted to run. Now i don't even care about crytek after what they put out with Cry2/Cry3 coming soon.

? have fun with that... Crysis 2 was/is sick.
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post #153 of 325
I'm entering a PhD program now... according to my calculations, by the time I graduate I will just barely be able to afford a rig to max out Crysis 3 biggrin.gif.

I hope this lives up to Crysis 1 in both graphics and gameplay. The gameplay in 2 was not nearly as fun (and to be honest, I wasn't impressed by the graphics until I downloaded Maldo's Mod, which was amazing).
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post #154 of 325
of course it will melt our PCs if its poorly optimized biggrin.gif
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post #155 of 325
thank you! i want to have to upgrade to play this. if no upgrade is required i will be thoroughly disappointed tongue.gif
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post #156 of 325
Quote:
Originally Posted by gtarmanrob View Post

? have fun with that... Crysis 2 was/is sick.

It was obviously my opinion. If someone doesn't say IMO or some stupid prefix that doesn't mean its fact/not opinion.

Good to see some people on this forum like it.
    
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post #157 of 325
crysis 2 was awesome and I know crysis 3 would be better. I really find it funny that most people here in OCN say crysis 2 sucks but their taste are so messed up. they love stupidly boring games and most games they recommend sucks lol
post #158 of 325
Quote:
Originally Posted by Bit_reaper View Post

As long as the load is due to actual graphics fidelity and not going full retard on tessellation like in Crysis 2 then I'm all for it.

never go full retard.

had to.

looking forward to #3.
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post #159 of 325
Quote:
Originally Posted by Sn0 View Post

In the 3D world, the type and amount of Lights you use are probably the most taxing on performance.. with the Shader being a close second depending on the amount of junk you've got running through it.. polygons honestly have the least impact during renders by a long way... the only time the amount of polygons you use will have a dramatic impact on render time is when your trying to render hundreds of thousands to millions of polys and it's taking up too much RAM not leaving enough for the Shaders n Lights.

Well that depends on how end where thous polygons are generated. Sure going form 10 000 polygons to 20 000 will not have an measurable impact on performance. However going from 20 000 to 400 000 is going to slow things down. Remember subdividing causes exponential growth. The only reason we can have this many polygons in the first place i due to hardware acceleration. Base meshes are still stuck in the same 15 000 - 25 000 polygons per character as before. Also you fail to note that a high poly model takes longer to shade then a low poly one so tessellating more will slow down all shading processes as well.

proof.gif

1538 Polygons
Render time: 00.00.84


6144 Polygons
Render time: 00.00.99


24 575 Polygons
Render time: 00.01.45


98 304 Polygons
Render time: 00.02.71


393 216 Polygons
Render time: 00.07.26


See how shading times go up as the poly count increases. Its not just more memory that is needed. This is why high density meshes and advanced shading is such a killer combo.
    
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post #160 of 325
Quote:
Originally Posted by BizzareRide View Post

Geometry is really cheap to draw now. The Xbox 360 can exceed any modern PC game in geometry and yet, depending on the shaders, still not have as high of an image quality.. Geometry has not been a major concern in rasterization techniques since the early half of the 2000s... <2005.

Geometry isn't free and is still a concern with many games. Also, neither the Xbox 360 nor it's games exceed modern PC gaming in geometry capability/demand. Also, if geometry wasn't a concern after 2005, why did geometry shaders not exist till DX10/OGL 3.2 and why are there still issues with very high levels of geometry/tesselation on cards released long after that period?

It's hard to argue that geometry isn't significant when there are numerous, easily testable, cases where it is.
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