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[VGHQ] Crysis 2 Textures Are 1/2 Size of Crysis 1 - Page 8

post #71 of 179
Quote:
Originally Posted by Aaron_Henderson View Post
No no no...I still think that you don't get it. It takes very little work to reduce resolution. I can almost guarantee that there is high res originals to this somewhere. You always work in high res, then reduce, never the other way around. I do this stuff as a hobby, no expert, but used to be on a mostly daily basis. There has to be a reason why they did not release them. I've stated my few guesses. The new engine couldn't handle it for whatever reason, they are "saving them" for the DX11 patch, that they where too high res in comparison to the newly developed resources that they looked odd when used in alongside them...that's about all I can think of. You would never shrink your source material, and then work from that. Some engines may need to be modified in order to handle higher texture res, one I work with often would need such work. But the fact that someone has already just swapped in a high res version without doing so means that it isn't anything like that either.

Think of it like this. Say there is a company that does makes a small readers digest sized magazine, and a full size. The smaller version sells 500% better. They would still create all resources for in the largest format, and then reduce for the smaller format. It's the same with photography. You don't start small, even if that's where the final result will end up. You do all your work in highest res possible, and THEN crop/resize to the desired dimensions.
Sometimes just shrinking the texture is enough, but if you want to maintain the overall quality then all normal maps, light maps, etc. have to match as well. Also if you want to maintain similar pixel densities throughout the game, you can't just do some textures, you have to do most.

Trust me, I do understand. I'm a game programmer. If they want to just release a texture pack to the community as an afterthought and not an official release ("official" being part of a patch, and option in the menu), then yea it might not require so much work.
Edited by lordikon - 3/28/11 at 8:09pm
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post #72 of 179
Wasn't one of the PROS of cryengine 3 that the engine would adjust accordingly between platforms? Then why is the PC version using such obvious console texture?

I suspect this engine won't sell either.
post #73 of 179
to me, I see a HUGE difference in the textures which is nearly night and day... but i'm a perfectionist. i can see how some would think the difference in negligible. Not so much difference in the character model though.
post #74 of 179
So have any of the Crysis 2 owners monitored their VRAM usage in the game?
post #75 of 179
Quote:
Originally Posted by CAHOP240 View Post
The logic is strong in this thread...
Not QQ when everyone is correct in stating that crytek has raped the PC community.

Morrowind has better rock textures than this does.
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post #76 of 179
Quote:
Originally Posted by [nK]Sharp View Post
Not QQ when everyone is correct in stating that crytek has raped the PC community.

Morrowind has better rock textures than this does.
Sad and funny , but true
post #77 of 179
Quote:
Originally Posted by TFL Replica View Post
So have any of the Crysis 2 owners monitored their VRAM usage in the game?
Around 600 - 700 with a GTX 580.
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post #78 of 179


go to 3:55 ish
post #79 of 179
Speaking of Morrowind, it was released in early 2002 (scheduled for 2001 release), almost a DECADE ago. It used not DirectX-9 which was released later that year, but DirectX-8, and it looked like this:









Those screenshots above look better than most of stuff released today, TEN YEARS LATER, running DirectX 9-10-11.

Technological progress as far as PC gaming is concerned has truly stalled.


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post #80 of 179
Quote:
Originally Posted by hollowtek View Post
to me, I see a HUGE difference in the textures which is nearly night and day... but i'm a perfectionist. i can see how some would think the difference in negligible. Not so much difference in the character model though.
I think the character model is supposed to be identical, since this is a comparison between ground textures
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