• Crysis 2
    2,887 replies, posted
Been workin on some fanart. [img_thumb]http://i.imgur.com/D6UKK.png[/img_thumb] Got to rank 37 an hour ago, leveling takes forever in this game, all I want is the damn Gauss Rifle.
Anybody else feel like the netcode favors the laggers? I just played on an overseas server, ping 250ms, my hitreg was fine but I was staying alive too easily. I'd be able to spin around and kill someone that started shooting me from behind.
i played the multiplayer it is impossible to lose at i am the greatest
[QUOTE=Killuah;29049877]DX11 provides new features.[/QUOTE][quote]Please don't just say something like "it's better".[/quote]:smile: Don't worry; I see where you're coming from. I just have yet to see any DX11 features being touted that aren't "TESSELLATION!" and "SHADER MODEL 4.0!"
[QUOTE=roxahris;29051092]:smile: Don't worry; I see where you're coming from. I just have yet to see any DX11 features being touted that aren't "TESSELLATION!" and "SHADER MODEL 4.0!"[/QUOTE] Tessellation has a huge impact on graphical quality which is probably why it's getting lots of attention. The Heaven benchmark shows how extreme usage of tessellation can create large gains in graphical quality. Then there's the people who complain that it'll somehow lower performance substantially even though recent cards have special tessellation engines that are sitting IDLE atm. A moderate and well implemented use of tessellation can create good increases in graphical quality with minimal loss of performance.
[QUOTE=Killuah;29049877]That's because DX10 is more a change of the interface structure, not new features. DX11 provides new features. Of course simply making it using DX11 doesn't change jack shit. Obviously when I say "please implement DX11 usage" I also mean "and use its features". Anyone who remotely thinks about should get that.[/QUOTE] Well implementing DX11 on it's own would be useful anyway, because the whole api is fully multithreaded, so you would get a large framerate boost, which would allow for more advanced graphics. [editline]8th April 2011[/editline] [QUOTE=roxahris;29051092]:smile: Don't worry; I see where you're coming from. I just have yet to see any DX11 features being touted that aren't "TESSELLATION!" and "SHADER MODEL 4.0!"[/QUOTE] Shader model 5, you mean. And if you really want to know one of the major benefits with DX10/11 then just think of it this way. Per pass, a DX9 shader can use 12 samplers, so that's 12 shadowed lights PER lighting pass, which is filling the gbuffers, calculating EVERY light and shadowmap, and then rendering the scene, PER FRAME. If you have DX10, you have more samplers therefore you can have more shadowed lights per pass, meaning you may not have to do a second pass of your lighting, which will save quite a lot of performance in lighting-heavy scenes with a lot of complex geometry casting shadows.
[QUOTE=J-Dude;29049342] Also, when a player ranks higher, but doesn't quite WIN during instant-action matches, don't give every player BUT the guy with the most points the "defeat" message. Lady, I just got 1600 experience in that match; I don't think that's quite "defeat", so fuck whatever you're not paying me to "lose like that". I'm not saying "everyone is a winner" or anything, but this black and white "you're the winner or the loser" shit gets obnoxious when it's the ONLY thing you hear at the end of matches, because you're not QUITE god, dont'cha know...[/QUOTE] I hate that too. Losing by 10 points and having her chew you out is so fucking annoying. And the Marine guy taunting you when you die. Why do they have to be such dicks? At least in TF2 when the Announcer mocks you it's funny, these guys are just insulting.
DX11 was recently confirmed. No list of features or ETA though. [url]http://www.mycrysis.com/forums/viewtopic.php?f=40&t=22276[/url]
Okay I just finished the campaign. [sp]So from what I understand, Prophet's memories are in the suit and now in Alcatraz. In the end, Alcatraz becomes the new Prophet and the campaign ends.[/sp]
Yes DX11 announced and they will get the best out of it! Can't wait for a list of features.
[QUOTE=~OMEN~;29041062]I love how the Marshall says it's the stronger shotgun, but a single fire mode with the Jackal is way better, and fires faster then the marshall as well.[/QUOTE] Except you need to be at melee range to kill, and even then, you might not get your kill. There's something that I hate about this game's multiplayer. For example, in MW2, you can have your own style of doing things. Quiet, loud, slow, fast, and so on. Many ways you can do that stuff, and that is done by you and your perks and weapons. I used to be the scavenger/stopping power/whatever guy with the most powerfull AR and just simply shoot everyone. Nowadays, I'm more of the stealthy guy, using a silenced smg with stealth concealing perks. They give me lots of bonuses better then more stopping power when combined with a good weapon (you might say its even overpowered). They let me flank easily, kill people without anyone ever noticing anything, sometimes even fool the enemy into thinking I'm a corpse (guaranteed to happen) or that I dont realise that they are the enemy while they are already being shot at, lots of things. It even lets me concentrate a bit more since its quiet. This gives me a wide choice of gameplay. I could be a camper, I could be a rusher, I could be aggressive, defensive, flanker, trapper. I can play in many different ways and adapt really well to any situation. Crysis 2 seems to fail a bit at this. Don't know if its just for now, or if it will be forever. The perks don't seem to be all that usefull. Silencers don't seem to be very usefull either. I thought this game could give a good different and engaging gameplay with armor and cloak mode, but I'm starting to think otherwise, as everything gets down to cloak -> fire or armor -> fire. It's like you don't have many options on how to do things. Something that doesn't helps at all is the spawn system, which seems to be ALOT worser then COD's. Seriously, how can anyone say CoD has a bad spawn system when Crysis 2's sometimes spawns you right in front of someone from the other team? I was the first kill of some guy already twice because I spawned right in front of him in the subway dead ended stairs at that map with the trucks and the building where you get into the second craddle in the SP. Either everything is still wrong or the game is still young, but it doesn't leaves much to the imagination when you can't kill someone without getting killed right away by one of their teammates that came out of fucking nowhere.
[QUOTE=sa2fan;29052740]Yes DX11 announced and they will get the best out of it! Can't wait for a list of features.[/QUOTE] About twatting time.
[QUOTE=roxahris;29051092]:smile: Don't worry; I see where you're coming from. I just have yet to see any DX11 features being touted that aren't "TESSELLATION!" and "SHADER MODEL 4.0!"[/QUOTE] You're an idiot that is overconfident in his own stupidity. Saying that DirectX 11 provided new features isn't the same as saying "it's better", mainly because they are [b]two different sentences with two different meanings.[/b] Hardware tessellation and shader model 5 can make huge differences in graphics when implemented properly.
[QUOTE=Kopimi;29054551]You're an idiot that is overconfident in his own stupidity. Saying that DirectX 11 provided new features isn't the same as saying "it's better", mainly because they are [b]two different sentences with two different meanings.[/b] Hardware tessellation and shader model 5 can make huge differences in graphics when implemented properly.[/QUOTE] Hey Kopimi, how about not being a total douchebag when you respond to someone. Maybe then people will actually like you. Thnx.
[QUOTE=killz2much;29055275]Hey Kopimi, how about not being a total douchebag when you respond to someone. Maybe then people will actually like you. Thnx.[/QUOTE] But he's right.
So I'm fucking with the nanosuit.xml file, but I don't know how to make the game use what I changed, because whenever I save and go into the game, it just uses the .pak file and ignores the Scripts folder I extracted. Taking out the .pak file just breaks the game.
[QUOTE=Dr Bob;29055337]But he's right.[/QUOTE] Yes but he doesn't have to be a dick about it.
[QUOTE=Killuah;29049889]Isn't server/client consistency one of the basic things in "networking 101" ? Wow Crytek.[/QUOTE] You'd think so right? I gave myself an LTag and a mike as my secondary though so I'm content. Fuck leveling.
I quicksaved less than a quarter of a second before a fatal explosion went off behind me in the original Crysis. No amount of CFG editing can save me now. :suicide:
[QUOTE=Godrek;29055899]You'd think so right? I gave myself an LTag and a mike as my secondary though so I'm content. Fuck leveling.[/QUOTE] Is the Mike any good?
[QUOTE=Dirf;29056930]Is the Mike any good?[/QUOTE] Good close range, damage drops to 0 past a few meters, so I'd say it's pretty situational. Over all I'd say no but with infinite cloak and ammo it gets kinda fun. [editline]8th April 2011[/editline] [QUOTE=Big Ben;29056905]I quicksaved less than a quarter of a second before a fatal explosion went off behind me in the original Crysis. No amount of CFG editing can save me now. :suicide:[/QUOTE] Devmode/godmode?
[QUOTE=Aurora93;29046380]you have no idea what you're talking about[/QUOTE] AFAIK crysis 1 did not actually take advantage of D3D 10, it just turned on certain D3D 9 effects under a Vista or higher OS for gimmicky bullshit
[QUOTE=Big Ben;29056905]I quicksaved less than a quarter of a second before a fatal explosion went off behind me in the original Crysis. No amount of CFG editing can save me now. :suicide:[/QUOTE] doesn't the game autosave a separate file every 3 minutes or something
I autosaved right after my truck flew off the edge of a cliff and exploded. If I got out my character would still die in the explosion. After about 20 retries I managed to survive with almost no health. Then got shot by a KPA :suicide:
[QUOTE=Xenomoose;29055524]So I'm fucking with the nanosuit.xml file, but I don't know how to make the game use what I changed, because whenever I save and go into the game, it just uses the .pak file and ignores the Scripts folder I extracted. Taking out the .pak file just breaks the game.[/QUOTE]If you updated the game to 1.2 then you are shit out of luck since Crytek decided to only allow loading game assets from the pak files to curb the cheating going on.
I just bought the game. One thing I don't like is that everything looks really blurry :/ Is it possible to change that?
[QUOTE=Seyiji;29057835]If you updated the game to 1.2 then you are shit out of luck since Crytek decided to only allow loading game assets from the pak files to curb the cheating going on.[/QUOTE] Yeah, that'll explain it. Thanks anyways! EDIT: You know, wouldn't that hurt the Modding support if they ever released the sandbox?
[QUOTE=Seyiji;29057835]If you updated the game to 1.2 then you are shit out of luck since Crytek decided to only allow loading game assets from the pak files to curb the cheating going on.[/QUOTE] You can inject your changes into the pak files though so its no big deal :) although I'm not sure the extent of what you can change, I made some changes to nanosuit.xml and got nothing, but changing classes worked. Still can't get the LTag to shoot any faster though.
[QUOTE=Legend286;29051325]Well implementing DX11 on it's own would be useful anyway, because the whole api is fully multithreaded, so you would get a large framerate boost, which would allow for more advanced graphics. [editline]8th April 2011[/editline] Shader model 5, you mean. And if you really want to know one of the major benefits with DX10/11 then just think of it this way. Per pass, a DX9 shader can use 12 samplers, so that's 12 shadowed lights PER lighting pass, which is filling the gbuffers, calculating EVERY light and shadowmap, and then rendering the scene, PER FRAME. If you have DX10, you have more samplers therefore you can have more shadowed lights per pass, meaning you may not have to do a second pass of your lighting, which will save quite a lot of performance in lighting-heavy scenes with a lot of complex geometry casting shadows.[/QUOTE] I posted this in the news thread, but I'll post it here too: How powerful tessellation is: Without: [img_thumb]http://cloud.steampowered.com/ugc/558653617718437737/7D5EEFA464CA3877D8726692391531FB1C30B3C8/[/img_thumb] With: [img_thumb]http://cloud.steampowered.com/ugc/558653617718435781/3CCC76B51FC9B67F6E66AE9D3C0BA0CB5E788B36/[/img_thumb] Without: [img_thumb]http://cloud.steampowered.com/ugc/558653617718435285/DF2A08897FFD753D15CA937E8911A07EF1A1706B/[/img_thumb] With: [img_thumb]http://cloud.steampowered.com/ugc/558653617718433304/D45CF591448F1F3E1FF16EA2AA05DDB2C28357A3/[/img_thumb] Without: [img_thumb]http://cloud.steampowered.com/ugc/558653617718436208/FD2C455962E88B14B4AC0A8DAC80D92DCEBCEEF1/[/img_thumb] With: [img_thumb]http://cloud.steampowered.com/ugc/558653617718437229/30521587EAB9EEACBFA245993C7115D5EA91DD0A/[/img_thumb] Dx11 also introduces DirectCompute shaders, allowing CUDA-like GPGPU applications (realtime snow and rain with physics, fluid physics, etc). This allows for some really cool shit to be done really quickly such as Global Illumination, real-time raytracing, and more realistic shadows. Keep in mind that Crysis 2 does not even use Dx10 yet either. Dx10 is a massive improvement over Dx9 and offers a ton of new shit such as geometry shaders (shaders can edit meshes, so things such as smooth dynamic LoDs, volumetric shadows, volumetric smoke, destructible objects, etc), predicted rendering (rapid occlusion culling, so it prevents an object from being rendered if it's too far or not visible) and instancing 2.0 (draw a shitload of objects with the performance impact of just drawing one of them). The real reason we don't see any modern games really taking advantage of Dx10 and 11 is because the console market (really just the Xbox) is holding us back. Development teams don't want to write an entire game that uses Dx10 + 11 and then have to rewrite everything to scale down to the much lower-powered Xbox which uses Dx9. None of the big companies today are even considering researching Dx10 + 11 and what they can do with it because they just rather use Dx9 and rely on the videocard market to pump out more and more powerful cards. Seriously, look at the games out today. How many of them absolutely require a Dx10 or Dx11 card and have not been hacked to run on Dx9? There is like, one game. TLDR: Companies don't know the potential of Dx10+11 because the Xbox uses Dx9 and they don't want to spend the money on writing 2 sets of shaders.
[QUOTE=Foda;29058968]I posted this in the news thread, but I'll post it here too: How powerful tessellation is: Without: [img_thumb]http://cloud.steampowered.com/ugc/558653617718437737/7D5EEFA464CA3877D8726692391531FB1C30B3C8/[/img_thumb] With: [img_thumb]http://cloud.steampowered.com/ugc/558653617718435781/3CCC76B51FC9B67F6E66AE9D3C0BA0CB5E788B36/[/img_thumb] Without: [img_thumb]http://cloud.steampowered.com/ugc/558653617718435285/DF2A08897FFD753D15CA937E8911A07EF1A1706B/[/img_thumb] With: [img_thumb]http://cloud.steampowered.com/ugc/558653617718433304/D45CF591448F1F3E1FF16EA2AA05DDB2C28357A3/[/img_thumb] Without: [img_thumb]http://cloud.steampowered.com/ugc/558653617718436208/FD2C455962E88B14B4AC0A8DAC80D92DCEBCEEF1/[/img_thumb] With: [img_thumb]http://cloud.steampowered.com/ugc/558653617718437229/30521587EAB9EEACBFA245993C7115D5EA91DD0A/[/img_thumb] Dx11 also introduces DirectCompute shaders, allowing CUDA-like GPGPU applications (realtime snow and rain with physics, fluid physics, etc). This allows for some really cool shit to be done really quickly such as Global Illumination, real-time raytracing, and more realistic shadows. Keep in mind that Crysis 2 does not even use Dx10 yet either. Dx10 is a massive improvement over Dx9 and offers a ton of new shit such as geometry shaders (shaders can edit meshes, so things such as smooth dynamic LoDs, volumetric shadows, volumetric smoke, destructible objects, etc), predicted rendering (rapid occlusion culling, so it prevents an object from being rendered if it's too far or not visible) and instancing 2.0 (draw a shitload of objects with the performance impact of just drawing one of them). The real reason we don't see any modern games really taking advantage of Dx10 and 11 is because the console market (really just the Xbox) is holding us back. Development teams don't want to write an entire game that uses Dx10 + 11 and then have to rewrite everything to scale down to the much lower-powered Xbox which uses Dx9. None of the big companies today are even considering researching Dx10 + 11 and what they can do with it because they just rather use Dx9 and rely on the videocard market to pump out more and more powerful cards. Seriously, look at the games out today. How many of them absolutely require a Dx10 or Dx11 card and have not been hacked to run on Dx9? There is like, one game. TLDR: Companies don't know the potential of Dx10+11 because the Xbox uses Dx9 and they don't want to spend the money on writing 2 sets of shaders.[/QUOTE] It'd be reasonable if it wasn't so damn easy to port DX10/11 shaders down to DX9.
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