No Tessellation On almost everything

Post » Thu Feb 28, 2013 11:54 am

Hi
I think this game is absolutely brilliant, I'm disappointed in one thing though. There is no DX11 tessellation! I don't actually even understand how that's possible. But it is.

Even if I run the game with everything on very high, when I look at a crumbling wall or the leaf vegetation etc, there is no tessellation. The walls look terrible because the bricks dont stick out, even the Crysis 2 DX 11 patch was better than this. Of course, the lack of pixel accurate displacement on almost every tree is also a bit sad.

Is my game messing me around? Or has Crytek not implemented DX11 features? I really can't fathom why they would do such a thing. I hope there's a patch coming to fix it!

I mean this in the best of way, please devs, make us very happy people :) I know you want to
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Bitter End
 
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Post » Fri Mar 01, 2013 12:06 am

Hi
I think this game is absolutely brilliant, I'm disappointed in one thing though. There is no DX11 tessellation! I don't actually even understand how that's possible. But it is.

Even if I run the game with everything on very high, when I look at a crumbling wall or the leaf vegetation etc, there is no tessellation. The walls look terrible because the bricks dont stick out, even the Crysis 2 DX 11 patch was better than this. Of course, the lack of pixel accurate displacement on almost every tree is also a bit sad.

Is my game messing me around? Or has Crytek not implemented DX11 features? I really can't fathom why they would do such a thing. I hope there's a patch coming to fix it!

I mean this in the best of way, please devs, make us very happy people :) I know you want to


No, it's not just your game. Tessellation and POM, among several other features, are not working. Crytek doesn't seem to give a sh!t either...
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Allison C
 
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Post » Thu Feb 28, 2013 8:08 pm

They do have tessellation, but it's top secret and used primarily for tessellating toads :P

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marina
 
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Post » Thu Feb 28, 2013 10:20 am

OP you drunk?Every single strand of grass is tesslated in C3.
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Susan
 
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Post » Thu Feb 28, 2013 4:19 pm

So are you blind?or i'm the only one seeing the tessellation?
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Jerry Jr. Ortiz
 
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Post » Thu Feb 28, 2013 11:10 am

Same in my game. Iam sure there is no tessellation. Walls are flat like paper.
And this damn textureresolution bug. (only high)
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Lisa
 
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Post » Thu Feb 28, 2013 9:39 pm

Same in my game. Iam sure there is no tessellation. Walls are flat like paper.
And this damn textureresolution bug. (only high)
Textures work fine for me with NVIDIA and driver version 310.90. Have you tried setting the config file to 'read only'?
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Nicole M
 
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Post » Thu Feb 28, 2013 6:23 pm

Which config file? In Crysis 3 folder?
I think i try an older driver. Maybe it brings some effect.
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GPMG
 
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Post » Thu Feb 28, 2013 10:06 pm

Hi
I think this game is absolutely brilliant, I'm disappointed in one thing though. There is no DX11 tessellation! I don't actually even understand how that's possible. But it is.

Even if I run the game with everything on very high, when I look at a crumbling wall or the leaf vegetation etc, there is no tessellation. The walls look terrible because the bricks dont stick out, even the Crysis 2 DX 11 patch was better than this. Of course, the lack of pixel accurate displacement on almost every tree is also a bit sad.

Is my game messing me around? Or has Crytek not implemented DX11 features? I really can't fathom why they would do such a thing. I hope there's a patch coming to fix it!

I mean this in the best of way, please devs, make us very happy people :) I know you want to


No, it's not just your game. Tessellation and POM, among several other features, are not working. Crytek doesn't seem to give a sh!t either...

The is definitely POM, it's all over the dam level.
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Kitana Lucas
 
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Post » Fri Mar 01, 2013 2:14 am

Im not 100% centrain about this but I believe you mean displacement mapping and not tessalation itself ?

I have understood displacement mapping is this tessalation technique that makes objects look super detailed while tessalation is used to low poly/rough models to boost overall performance while still getting nice, smooth shapes.

I dont honestly have any eye for Tess but I think some objects are Tess'd (in MP, Im saving SP for later)
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kasia
 
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