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[DT] Crysis 2 Is Developed For PC First, Not Consoles. - Page 20

post #191 of 253
Quote:
Originally Posted by FuNkDrSpOt View Post
I actually disagree for both games. Crysis 1 was fun and allowed more freedom and openness in how you went about your job. Metro 2033 was VERY closed and had small maps but it told a story and set the atmosphere better than any game I can think of.

But what Crytek did in Crysis 2 was to obviously take out some of that openness (although not NEARLY as closed in as Metro or Half-Life 2 ) in favor of trying to tell a more tailored story.



Your primary issue is not a problem for Developers. Their first, second and third concerns are sales of GAMES, not GPUs. Nvidia or AMD selling more or less GPUs won't help them in any single way, it will only force them to increase their budget as they have to add MORE staff to accommodate MORE tech.



I've already articulated this 2 or 3 times now so pay attention. If a heavily tessellated benchmark like Unigine/Heaven, with no AI, enemies running around or ANYTHING happening other than you looking at the scenery, causes almost every single GPU to max out in the 20-fps range, what do you think would happen with 5-10 soldiers shooting at you as you shoot back and run for cover? Slideshow. So no, a simple cheap 5770 or 450 won't do b/c Tessellation requires far more of GPUs.

Even with my 5850 O/C'd, Metro 2033 ( super enclosed and small maps ) turns into a slideshow when I throw a grenade and the particles spread out from the blast.

And as we've seen with Crysis 1, slideshows may look pretty but they detract from the game.
Yeah, but doesn't metro heavily favor nVidia cards? With 1 5870 I never saw anything below 30 FPS with DOF and Tess turned off (1920x1080)

And who cares about tesselation? All it does is smooth out models (it's alot less intensive just to throw on some AA), it's not the only thing that DX11 brings to the table.
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post #192 of 253
Quote:
Originally Posted by BigFan View Post
Agree, blame the pirates not Crytek. They are a company first and foremost and have to do what's best for the company. The recoil has definitely increased and the game can get pretty intense. AI seems better than crysis in some aspects and headshots seems that much more awesome PRO? You mean the extreme difficulty?
No. Not difficulty. In the multiplayer, there are different modes. Standard which has all the nanosuit stuff. Classic has no nanosuits, just regular people. Pro has nanosuits but no HUD, no radar and no perks.

Quote:
Originally Posted by CovertCover View Post
Yeah, but doesn't metro heavily favor nVidia cards? With 1 5870 I never saw anything below 30 FPS with DOF and Tess turned off (1920x1080)

And who cares about tesselation? All it does is smooth out models (it's alot less intensive just to throw on some AA), it's not the only thing that DX11 brings to the table.
Metro 2033 does favor Nvidia but my point is that Dx 11 effects are extremely hard on both cards. Metro 2033 only has very LIGHTLY sprinkled Dx 11 and it still manages to slow down for both AMD and Nvidia users.

Tessellation practically IS Dx 11. It doesn't just smooth out models. Run the Heaven benchmark to see what it does. It adds like 10x the detail at only 3x the performance requirement.
Edited by FuNkDrSpOt - 3/25/11 at 10:24pm
    
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post #193 of 253
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post #194 of 253
I believe this quote sums up my thoughts perfectly:

Quote:
Originally Posted by GIPrice View Post
I liked being able to blow buildings up. Someone is hiding in a shack, send a tank round in the window. I liked being able to run fast, not this mid 40s jog that they call sprint. I liked being able to have energy for more then 4 seconds. I liked the nonlinear maps. The suit keeps saying tactical opportunities but they don't exist. I don't need my suit to tell me how to accomplish a task. I am not 5 years old anymore. The graphics are about the same as a cod game. The leaning left or right has been taken away. The gameplay feels clumsy. It feels as if little effort has been put in. I am just disappointed.
post #195 of 253
Quote:
Originally Posted by FuNkDrSpOt View Post
Tessellation practically IS Dx 11. It doesn't just smooth out models. Run the Heaven benchmark to see what it does. It adds like 10x the detail at only 3x the performance requirement.
The added detail is the result of displacement mapping used in conjunction with tessellation, not just the latter by itself.
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post #196 of 253
Quote:
Originally Posted by PhRe4k View Post
I believe this quote sums up my thoughts perfectly:
- NYC doesn't have the same wood shacks you might find in N. Korea
- You have as much suit energy as before.
- It's the FOV that makes you THINK you're going slow when you sprint. Play a Multiplayer game or adjust your FOV to 75 and you'll see how fast you're going.
- I 100% agree that the suit voice is annoying. So is the suit's need to cliffnotes what the person on your radio JUST said. Still, if you don't like the tactical options (and there definitely are options, just like the first ), don't use them. Don't bring up your visor, problem solved.
- The graphics are beyond CoD. Anyone saying this isn't being objective. Simple as that.

Quote:
Originally Posted by decyx View Post
The added detail is the result of displacement mapping used in conjunction with tessellation, not just the latter by itself.
Hmm, well I wouldn't know enough on the subject to argue your point but from everything I've seen it's been attributed to tessellation.
Edited by FuNkDrSpOt - 3/26/11 at 3:23am
    
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post #197 of 253
Title should read: Crysis 2 Is Developed For Nvidia First, Not PC or Consoles

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post #198 of 253
Quote:
Originally Posted by FuNkDrSpOt View Post
Hmm, well I wouldn't know enough on the subject to argue your point but from everything I've seen it's been attributed to tessellation.
It is technically correct to attribute the added detail in the Heaven demo to tessellation, because, without it, real displacement mapping wouldn't be possible. But tessellation is only the first step in the process, albeit a critical one. Obviously, you already know that tessellation can smooth the surface of a model. This is because the polygons on a low-poly mesh are subdivided until the mesh has increased in detail (due to the exponential increase in polygons).

This is where displacement mapping comes in. The effects you see in the Heaven demo, like the realistic depth in the brick wall texture and the elongated spikes on the dragon, are the result of polygons being displaced based on the information on a height map, which, again, is only possible because of the large number of additional polygons produced by tessellation.

There's an interesting write-up on Tessellation and Displacement Mapping by Nvidia. If you're interested in reading it, I've linked it below. It may explain it better than I can.

DirectX 11 Tessellation—what it is and why it matters
Edited by decyx - 3/26/11 at 4:50am
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post #199 of 253
Well I just finished the game and a couple notes.
  1. My GTX480 did NOT seem happy a lot. I did have GPU2 and smp FAH going in the back ground. Dropped GPU2 to about 800 as opposed to 17k and CPU from 17k to about 8k. To give an idea of work load.
  2. Some of the "hard" boss fight while somewhat difficult were just plain boring.
  3. The weapon swapping seemed clumsy. My fault for using the scroll wheel I guess.
  4. I found that trying to melee, sneak attack or kick was VERY hard to get right simply due to one button doing all three. Would have preferred three different.
  5. The game does look VERY good although nothing we haven't seen before in games like Metro.
  6. Aside from the suit(sort of), the game constantly reminded me of Halo.
  7. Oh and DAMN is it annoying when I'm not the only one that is invisible. Referring to campaign. :-p

Edited by Exidous - 3/26/11 at 6:15am
post #200 of 253
Quote:
Originally Posted by Exidous;12876456[*
Oh and DAMN is it annoying when I'm not the only one that is invisible. Referring to campaign. :-p
rofl, Nanovision(N) is your friend
    
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