Whata you working with????

Post » Mon Dec 12, 2011 6:37 am

Was just wondering what everyone is using to keep up with the dx11 and high res updates??

I can run the game with every option on ultra and its more then playable but
I do notice frame drop in some places... its annoying so i put shader and objects on extreme and its like it was before. I read they recommend 8gb or ram its that really necessary??

Specs:
AMD970 @ 3.5 stock
GTX570HDSC 1.280gb vram
4gb of ram @ 1333
Asus 23' running @ 1980x1080
650 psu truepower
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James Wilson
 
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Post » Mon Dec 12, 2011 2:48 am

8gb memory is veryx3 necessary. at least 6G. swapping between physical memory and virtual memory can make the game lagging as ****.
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OnlyDumazzapplyhere
 
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Post » Mon Dec 12, 2011 1:06 am

my machine is a total beast and it stutters at times. Its the coding. I'm running the game on top of a debugging suite and CryEngine is generating cache miss after cache miss with no apparent attempt to properly thread the engine in a way that makes sense. The more I see the nuts and bolts of this the more I realize how hopeless it is. Its just a guess, but im guessing that about 1/2 to 3/4 the code base is still from CE2. All the stupid crap CE2 did is still being done. The only reason the engine works on consoles is because of how hard they neutered the assets and level size. Aside from porting the rasterization to a new API, along with net code sound....., for PS3 support and making it a firmly DX9 engine - it does not look like much was done. So much for being optimized. This DX11 implementation looks more and more like something that was stapled on down the road AFTER the DX9 implementation was finished. FrostBite2 is dx11 from the word go - everything gets toned down for the consoles including dedicated raster modules that are heavily optimized for their respective hardware. Its how CE3 should have been done. Oh well...at least BF 3 will be out soon enough and I can forget wasting money on crytek ever again.
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SUck MYdIck
 
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Post » Mon Dec 12, 2011 1:17 am

I have a Phenom II 965 x4 BE at 3.6 OC
Radeon 6970 2GB DDR5
800w 80 plus Gold Silent Pro PSU
16GB DDR3
Samung 27'
I also get frame drop unless I turn off DX11, I havent checked on Crysis2 but Crysis 1 pulled an additonal 4 GB sysram so I would agree with hooyao 8GB is a very good thing to have. I am also hearing issues with AMD systems.
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Claire
 
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Post » Mon Dec 12, 2011 4:52 am

my machine is a total beast and it stutters at times. Its the coding. I'm running the game on top of a debugging suite and CryEngine is generating cache miss after cache miss with no apparent attempt to properly thread the engine in a way that makes sense. The more I see the nuts and bolts of this the more I realize how hopeless it is. Its just a guess, but im guessing that about 1/2 to 3/4 the code base is still from CE2. All the stupid crap CE2 did is still being done. The only reason the engine works on consoles is because of how hard they neutered the assets and level size. Aside from porting the rasterization to a new API, along with net code sound....., for PS3 support and making it a firmly DX9 engine - it does not look like much was done. So much for being optimized. This DX11 implementation looks more and more like something that was stapled on down the road AFTER the DX9 implementation was finished. FrostBite2 is dx11 from the word go - everything gets toned down for the consoles including dedicated raster modules that are heavily optimized for their respective hardware. Its how CE3 should have been done. Oh well...at least BF 3 will be out soon enough and I can forget wasting money on crytek ever again.


Thank you! I too noticed a **** of console errors.
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Eliza Potter
 
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Post » Mon Dec 12, 2011 7:28 am

Cool good to know. Well guess i need another 4 gigs then. Reaper is that why my gpu usage isn't consistent on the graph for precision its all over the place.. nvr solid at 99% like metro2033 or Witcher 2

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Alexis Acevedo
 
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Post » Mon Dec 12, 2011 6:05 am

This engine could be awesome - but it has got a looooooong way to go. I think they need to flat out move console support to a separate code tree. Some things like network, storage, input, and sound can be fairly general purpose - but they have got to move rendering into its own isolated module. The data is the same, more or less, but how you draw things on a PS3,360 and PC is where the problems come in. They need to do some work! Your system is plenty fast man, its cryteks crap coding that is the culprit.
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Queen of Spades
 
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Post » Mon Dec 12, 2011 4:20 am

i5 2500k @ 4.2GHz
8gb RAM
2x AMD HD6870 (CrossFire)

Ultra, High Res textures, DX11 @ 1680x1050.
Solid 60fps no matter what.

Nothing wrong with the engine, you poor peasants.
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Blaine
 
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Post » Mon Dec 12, 2011 8:10 am

Van - somewhat. just because a program is utilizing all the available system resources does not mean it is being efficient. In the case of CryEngine 3 what its doing is mismanaging data. Part of why your usage is all over the map is because the engine might request data that is in use, not loaded, or unable to be accessed. When that happens it just waits. I am seeing a bunch cache misses - fancy way of saying the engine is asking for data that is not yet loaded into memory so it has to go grab it. Literally everything stops. Having a ton of ram helps some because more data can be moved into memory. Another big problem is the engine is multi threaded - but its a terrible implementation. Threads and tasks appear to be totally random and without purpose. Ideally you would have your threads execute in a way that when its time to draw the frame your scene manager has everything it needs and the rest of the system is working on the next frame before the current one is even done. Right now data is showing up late and modules have to wait -and their threading is such that nothing else happens until the first traffic jam gets cleared out. This happens when old code gets these kinds of features stapled on. You have to design the entire engine around threading and data parallelization from the word go. I think crytek bit off far more than they could chew with this whole thing.
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Alister Scott
 
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Post » Mon Dec 12, 2011 4:42 am

That said I'm leaving DX11 turned off, it runs great without it on Ultra.
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Adrian Morales
 
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Post » Mon Dec 12, 2011 6:14 am

i5 2500k @ 4.2GHz
8gb RAM
2x AMD HD6870 (CrossFire)

Ultra, High Res textures, DX11 @ 1680x1050.
Solid 60fps no matter what.

Nothing wrong with the engine, you poor peasants.

i plan on going sli when i have chance.
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Oscar Vazquez
 
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Post » Mon Dec 12, 2011 1:54 pm

i5 2500k @ 4.2GHz
8gb RAM
2x AMD HD6870 (CrossFire)

Ultra, High Res textures, DX11 @ 1680x1050.
Solid 60fps no matter what.

Nothing wrong with the engine, you poor peasants.

i plan on going sli when i have chance.
Joking aside, Crysis 2 and games like Metro 2033 hugely benefit from SLI and CrossFire!

Dual 6870s is supposedly more than enough to max out Battlefield 3 as well, I'm so happy!
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Lady Shocka
 
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Post » Mon Dec 12, 2011 12:44 pm

I brought another 2GB of ram today, making my total 6GB, lucky ram is cheap. Seems to run smoother without any slight pausing.
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Ann Church
 
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Post » Mon Dec 12, 2011 1:16 am

leeham720 - BF 3 had better deliver on their hype in a big freaking way. It is so satisfying to hear all the console fan boi's biching about "whyee DICE **** no 1080p AN 60fps LiEK COD? PS360 izz LEEt console EVAR" and crying that pc gamers are getting all the love. Damn right we are getting all the love! PC gamers made these companies what they are today. Its nice seeing a company finally admit "Yeah, this generation is basically tapped so we are doing our show piece on the PC since it can handle it."
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Sam Parker
 
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