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[NG]Crysis 3 Graphics Will 'Melt Down PCs' - Crytek - Page 17  

post #161 of 325

Just don't let those Alien microwave overheat my system, okay?

 
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post #162 of 325
My question is, what hardware did they use to run the game themselves?
 
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post #163 of 325
Quote:
Originally Posted by kikkO View Post

My question is, what hardware did they use to run the game themselves?

 

It will be on the current generations: HD7000 / GTX600 to be base on. (Not the minimum)

Like BF3 was base on HD6000 / GTX500 and of course newer cards run better (duh).

 

Crysis 3 is set to release in Feb 2013, I doubt they have HD8000 and GTX700 to test at this moment. Development started pretty a while ago, maybe even on HD6000 and GTX500.

 
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post #164 of 325
Ive never played any of the Crysis games. Am I really missing out on a lot? redface.gif
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post #165 of 325
Quote:
Originally Posted by metal_gunjee View Post

Ive never played any of the Crysis games. Am I really missing out on a lot? redface.gif

not really. The first one was fun for a benchmark. I tested so my computers with that game
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post #166 of 325
Quote:
Originally Posted by Bit_reaper View Post

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.

All rendering is done through shaders, of course rendering time will increase as detail increases. Mesh density is generally not a big issue unless you take it to an extreme (like those last two examples), tessellation should be fine for modern GPUs so long as it is implemented responsibly.
Edited by lordikon - 8/16/12 at 9:29pm
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post #167 of 325
If it is a blurry mess like c2 then i'll pass. All the pp and limited aa has me questioning. The trailer does not look all that much better than c2.
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post #168 of 325
Alot of people are complaining about console-port games not pushing pc graphics card capability. Now we have companies like this that would offer that scenario. Why complain, let's just hope they would. This could bring gaming into a new level. smile.gif
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post #169 of 325
Am I the only one not really impressed by that trailer? It doesn't look that good to me. I guess I was just expecting to be blown away...
post #170 of 325
Quote:
Originally Posted by metal_gunjee View Post

Ive never played any of the Crysis games. Am I really missing out on a lot? redface.gif

I was pleasantly surprised by the original games. They weren't spectacular, but they were sold, enjoyable, sandbox shooters with good gameplay and great graphics.

Also, Crysis Wars is needed for the MechWarrior: Living Legends total conversion, which is an incredible game.
Quote:
Originally Posted by lordikon View Post

tessellation should be fine for modern GPUs so long as it is implemented responsibly.

Yes.

However, I'm far from convinced it will be implemented responsibly.
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