TOM,are we getting dx11 yes or no?

Post » Fri Jun 03, 2011 10:49 am

Explain.

Creating the detailed models for all the leaves would be a complete pain, so setting tessellation to take over that role with some basic parameters would improve the quality of foliage no end (the leaves in crysis have always been 'flat' apart from the palm leaves). However using tessellation on a big flat (or mostly flat) surface like a building wouldn't have any real effect overall.
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Crystal Clarke
 
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Post » Fri Jun 03, 2011 9:11 am

Explain.

Creating the detailed models for all the leaves would be a complete pain, so setting tessellation to take over that role with some basic parameters would improve the quality of foliage no end (the leaves in crysis have always been 'flat' apart from the palm leaves). However using tessellation on a big flat (or mostly flat) surface like a building wouldn't have any real effect overall.

Oh okay now I see. But you are coming at the problem from a CAD perspective yes? Stills images/film and TV? The subdivisions required for this really would kill frame rates surely and how much would the player really notice?

If you look at the buildings though you got some smoth edges for a start columns and so on and the columns even have surface detail. Plus what I think really ruins pretty much every FPS set in a human city to date is that the walls are too flat, too perfect. There is zero human error in the construction everything is laser perfect parallax occlusion would help make brickwork look better but the geometry is still flat so that even the bricks line up perfectly with the motar (maybe we will have to wait before building in such imperfections this becomes technically viable).

But the best target for tessellation for me is the weaker piles of rubble (some are clearly better than others), sandbags and piles of bricks.

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Jordyn Youngman
 
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Post » Thu Jun 02, 2011 10:40 pm

Most leaves\plants are made with flat polys withtextures with alpha.. You cant do much for it but a bigger texture to avoide it from pixelating if you get close... Crysis 2, unlike crysis 1 uses this more to have less polys to draw ( blame consoles :P ).

I personally dont see the need to tesselate a building or street sign... But as far as dx11 goes i would love to see some realtime GI!!!

The funny thing is that if you look up some of the screenshots were you have an alien... In the console version you see the polys in the tentacles when they are bent. In some screens they are smooth ( thats tesselation Unless its not actual gameplay )...

This is a link from another forum. This dx11 thing is making me sick... --> http://www.incrysis.com/forums/viewtopic.php?id=32889
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Laura-Lee Gerwing
 
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Post » Fri Jun 03, 2011 12:05 pm

Most leaves\plants are made with flat polys withtextures with alpha.. You cant do much for it but a bigger texture to avoide it from pixelating if you get close... Crysis 2, unlike crysis 1 uses this more to have less polys to draw ( blame consoles :P ).

I personally dont see the need to tesselate a building or street sign... But as far as dx11 goes i would love to see some realtime GI!!!

The funny thing is that if you look up some of the screenshots were you have an alien... In the console version you see the polys in the tentacles when they are bent. In some screens they are smooth ( thats tesselation Unless its not actual gameplay )...

This is a link from another forum. This dx11 thing is making me sick... --> http://www.incrysis.com/forums/viewtopic.php?id=32889

that is exactly what I thought and the same with the filters on the cell gas masks. But then I saw console the filters look round on console also. The tentacle thing though yeah that makes a big difference bent tentacles are not pretty.

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RUby DIaz
 
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Post » Fri Jun 03, 2011 7:14 am

You can manually add polys around corners to make them look smoother. i doubt consoles have tessellation so its just a high poly character ( relatively ) when you get close. Im sure if you get close enough youll start to notice the rough edges.
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Sami Blackburn
 
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Post » Fri Jun 03, 2011 12:16 am

You can manually add polys around corners to make them look smoother. i doubt consoles have tessellation so its just a high poly character ( relatively ) when you get close. Im sure if you get close enough youll start to notice the rough edges.

See what you think the PC looks smother but it could be the res the console is already nearly circular but there are other differences the stealth kill shot is the best advert for the PC version I've seen overall the colors look much better and so does the lighting and there is extra detail on the helmet. Maybe we will appreciate it more on the PC than on youtube.

http://www.gamesas.com/forums/viewtopic.php?f=21&t=10341

Gas mask filter is currently the poster child for DX11 though.

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matt
 
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Post » Thu Jun 02, 2011 10:59 pm

I searched this really quick, couldnt find a better example but this is NOT tessellated at all and polys are really easy to see ( specially in the neck ).
---> http://www.playstationwallpapers.com/media/full/ps3/crysis-2/crysis-2_73842_C2_MP_Stealth_Kill.jpg

im looking for one thats single player... haven't found any!
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JUan Martinez
 
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Post » Fri Jun 03, 2011 2:54 am

im looking for one thats single player... haven't found any!



http://www.gamesas.com/forums/viewtopic.php?f=21&t=10341
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Gemma Archer
 
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Post » Fri Jun 03, 2011 3:07 am

You can manually add polys around corners to make them look smoother. i doubt consoles have tessellation so its just a high poly character ( relatively ) when you get close. Im sure if you get close enough youll start to notice the rough edges.

See what you think the PC looks smother but it could be the res the console is already nearly circular but there are other differences the stealth kill shot is the best advert for the PC version I've seen overall the colors look much better and so does the lighting and there is extra detail on the helmet. Maybe we will appreciate it more on the PC than on youtube.

http://www.gamesas.com/forums/viewtopic.php?f=21&t=10341

Gas mask filter is currently the poster child for DX11 though.

Those look awesome!! LOL! but still... could be high poly model up close... still doubt tessellation in consoles. :)
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Charles Mckinna
 
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Post » Thu Jun 02, 2011 11:09 pm

Exactly my thinking if the console has it it just means they upped the polygon count some other way and I guess with a stealth kill that wouldn't be too difficult. The tentacle thing though I think we will notice that regardless of what is responsible for the added detail.

Whats annoying is having so little footage and no official word on DX11 or even what settings are in the PC trailer.
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Reanan-Marie Olsen
 
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Post » Thu Jun 02, 2011 10:47 pm

This is one of the best examples ive seen of tessellation so far (BitSquid Stone Giant)--> http://img-fotki.yandex.ru/get/5400/siridon.f8/0_3a33c_4d7c8772_orig.jpg

Runs really smooth in my gtx 470.

From all the tech demo ive seen from cryengine 3, i ront remember them focusing of tessellation but im sure the engine supports it.
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Jack Walker
 
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Post » Fri Jun 03, 2011 1:31 am

And btw... in nvidia site Crysis 2 no longer shows it supporting dx11... --> http://www.geforce.com/#/GamesandApps/games/crysis-2/overview

I guess all the day 1 dx11 patch stuff should end.
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Nicole Kraus
 
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Post » Thu Jun 02, 2011 10:29 pm

And btw... in nvidia site Crysis 2 no longer shows it supporting dx11... --> http://www.geforce.com/#/GamesandApps/games/crysis-2/overview

I guess all the day 1 dx11 patch stuff should end.

Who said anything about day 1?
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Emily abigail Villarreal
 
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Post » Fri Jun 03, 2011 5:51 am

nvm day 1... just any patch.

Lol im just sad! and i saw this screenshot at the nvidia site http://www.geforce.com/Active/en_US/shared/images/xml_graphics/crysis-2/screenshot8.jpg

This looks beautiful... I really am confused if this is actual game play or a render frame. i feel cheated if its not realtime!
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Laura-Jayne Lee
 
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Post » Thu Jun 02, 2011 10:04 pm

nvm day 1... just any patch.

Lol im just sad! and i saw this screenshot at the nvidia site http://www.geforce.com/Active/en_US/shared/images/xml_graphics/crysis-2/screenshot8.jpg

This looks beautiful... I really am confused if this is actual game play or a render frame. i feel cheated if its not realtime!

Holy sh*t that's amazing!
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Alan Whiston
 
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Post » Fri Jun 03, 2011 7:57 am

picture is art, and no dx11 for pc.
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Angus Poole
 
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Post » Fri Jun 03, 2011 10:00 am

i remember in the tech demo,they said pc would get facial animations
you guys think that has anything to do with dx version?
or why wouldnt the consoles get them?
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Budgie
 
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Post » Fri Jun 03, 2011 3:41 am

i remember in the tech demo,they said pc would get facial animations
you guys think that has anything to do with dx version?
or why wouldnt the consoles get them?

I think for this part all platforms will get equal.
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tannis
 
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Post » Thu Jun 02, 2011 8:49 pm

I don't know if this has been posted (dont' want to dig through 10 pages) but I got this from the german PCGH site. It's from an article dated today and translated by google.

"But there is a tinge of disappointment for fans of Crysis, and Video: DirectX 11 is the release of Crysis on Thursday not yet supported. Thus, the new first-person shooter at first appears with a DirectX 9 interface. A patch should however be provided. Previously, Electronic Arts, however we do not say how long players have to wait for that. Crytek promises at least an early announcement about Crysis 2 and DirectX 11."

Link: http://www.pcgames.de/Crysis-2-PC-213107/Specials/Crysis-2-Perfekt-vorbereitet-Systemanforderungen-DX11-Kopierschutz-Schnitte-Story-und-mehr-816523/3/

So blegh!

Edit: PCGH also has an estimate on DX11 performance.

"These are the PCGH an estimate for the DirectX 11-mode from which we want to share with you. 40 FPS at a resolution of 1,920 x 1,200 it is estimated with the following hardware:
CPU: Core i5 / i7 with 3 GHz / 2 X4 Phenom at 3.2 GHz
GPU: Geforce GTX 570 / Radeon HD 6970 with 2GB of VRAM
RAM: 4 GB in Windows 7"

Since I have pretty much exactly that system it brings a little smile back :)
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Mark Churchman
 
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Post » Fri Jun 03, 2011 5:32 am

What are community managers doing????? The game is going to be released tomorrow and their is no announcement on dx11, customized settings and drm

If crytek doenst like pc gamers and is opposed to the idea of pc gaming they should just come ahead and say it, instead of beating around the bush and throwing carrots
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michael danso
 
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Post » Fri Jun 03, 2011 4:20 am

There's a FAQ on Gamestar.de regarding the Retail Version of the game. The most important facts are (Google Translator):

"Crysis 2 supports DirectX 11?

Not straight away, no. The support needs to be delivered via patch. Our test version was even only DirectX 9! Whether the store version will support DirectX 10, you learn as part of our extensive technical checks on GameStar.de here.

Will the PC version much better than the console version?

Yes and no. Of course, Crysis 2 on the PC benefits from the higher resolution and antialiasing. Also see the shadows and the lighting a bit better. Further improvements, however, one must look with a magnifying glass, the level of detail of the textures and environments is not noticeable on the PC later."

No words about advanced graphic options. But I guess there will be only the 3 known presets in the final game. So the PC-Version seems to be a lousy console port. Thank you Crytek for talking BS.
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Dewayne Quattlebaum
 
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Post » Fri Jun 03, 2011 9:21 am

http://www.geforce.com/Active/en_US/shared/images/xml_graphics/crysis-2/screenshot8.jpg

This is In-Game screen, not art.
Awesome !
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SHAWNNA-KAY
 
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Post » Fri Jun 03, 2011 11:43 am

Thanks crytek for becoming as irrelevant as epic to pc gaming
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Anna Krzyzanowska
 
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Post » Fri Jun 03, 2011 10:56 am

Indeed hauff, it looks too much like the game itself to be art.
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Sophie Louise Edge
 
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Post » Thu Jun 02, 2011 10:08 pm

Thanks crytek for becoming as irrelevant as epic to pc gaming

Please clarify. Seems that crytek are as relevant to PC gaming as DICE at the moment. As in, very.
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rolanda h
 
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