Things that needs to be fixed for cryengine 3

Post » Fri Sep 21, 2012 6:09 pm

We need to ensure that Crysis 3 is very well optimized. List down your issues that you have encountered during the Crysis 2 dx11 update and hopefully they see this and listen to us.
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Brian Newman
 
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Post » Fri Sep 21, 2012 8:53 pm

Crytek have a strong emphasis on licensing their game engines to other developers. They've upgraded the engine substantially with better features because otherwise, no one would use it! They have also been keeping a close eye on the CryDev community to fix any bugs that modders encounter which is good thinking.

I'm sure they are perfectly aware of the bugs in the version Crysis 2 was built on and have fixed the majority of them; does that assuage your fears?
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Jesus Lopez
 
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Post » Fri Sep 21, 2012 12:50 pm

I really hope so, since this game has high expectations to PC gaming community.
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Bigze Stacks
 
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Post » Fri Sep 21, 2012 5:36 pm

Crysis 2 was extremely well optimized in every aspect except stupid stupid tesellation. And that wasn't the CryEngine's fault, it can tessellate perfectly. It was whoever made the patch's fault, as they did tessellation in an incredibly idiotic way.
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Jake Easom
 
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Post » Fri Sep 21, 2012 1:44 pm

How stupid was it? Some parts look okay and some parts looked ugly. Do you guys even used it?
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Michelle Chau
 
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Post » Fri Sep 21, 2012 11:13 am

I used it to check it out. It was stupid because manually scaling the tesellation factor down would result in corrupted and jagged tesellation. I've seen this happen ONLY in Crysis. The whole point of tessellation is that it is scalable, for christ's sake!

Also the ocean is always present in the engine (even if you can't see it) which means you are constantly tesellating a massive water body with a tessellation factor of x64. This is USELESS and mind-bogglingly stupid.

They also used tesellation idioticly in a lot of places where Parallax Occlusion Mapping would've done a much better job due to having a dramatically lower performance impact. In particular, huge walls and pretty much every single ground/floor should have been POM, and yet it was sometimes POM, sometimes x64 tesellation.

They went so far as to switch from POM to Tess and vice-versa with no criteria whatsoever in the EXACT SAME material/surface type/object multiple times per level (Sometimes you'd see a wall with POM, then some minutes later you'd come across the exact same type of wall in a different place, using POM with much lower performance impact and nearly the same visual quality). I mean, who's stupid enough to do that?

... Oh yeah. Crytek.
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Crystal Clear
 
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Post » Fri Sep 21, 2012 2:35 pm

Yeah, I have seen some pictures about tesselated water existing underneath the maps or areas that doesn't have waters at all. That is ridiculous. I am actually surprised the fact that they didn't patch this. It is just eating a lot of fps. So many objects are tesselated in this game that doesn't even needed to be. That's why I have been looking around google for some console commands to find a way to turn off some of the stuff that doesn't need to be in the game. Look at BF3, they used dx11 with it, but they didn't go all out crazy with where everything is tesselated. They just used a small amount of feature where they can maintain the game's optimization and beauty of the game. Crytek needs to learn from DICE. They need to stop being too crazy with their engine. I think what they are trying to do is set the bar for "Can you run Crysis" trend. Everyone has totally forgot about that trend since so many beautiful game has came out and Crytek is trying to put that trend back with this DX11 update with Crysis 2. They just need to cater to PC gamers and maintain balance between optimization and beauty of the game and not by making the game way too unrealistically beautiful and yet poorly code the engine/game.
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Far'ed K.G.h.m
 
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