• Crysis 2
    2,887 replies, posted
That tessellation example is retarded since you could easily do the same thing using something like displacement mapping. Or just do the whole thing with geometry. There's nothing groundbreaking about it.
If Crytek says they're getting the best out of DX11, I really, really, hope they use the full potential of it. There is no point of patching in to DX11 when it only changes minor stuff. Need High-Res textures to go well with it.
[QUOTE=Joppu;29059311]That tessellation example is retarded since you could easily do the same thing using something like displacement mapping. Or just do the whole thing with geometry. There's nothing groundbreaking about it.[/QUOTE] The whole point of tessellation is that it's processed entirely on the GPU, if you tried to do even 10% of the amount of geometry created by tessellation on the cpu you'd end up either hitting a road block, or major perfomance issues.
[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] I still don't get how that's meant to work. Is the "tesselation" basically enabling some form of parallax mapping input, or does the shader actually interpret texture information and dynamically alter the geometry? Crysis 1 already HAD parallax mapping, so I have to say I'm still confused over what's to be gained with DX11. Anyway, Crysis 2 updated before I played today, and I think the unlocks are finally being remembered now. SOME progress, thankfully. Just got through with winning an instant-action match. Managed to plow a scuffle into cupcake batter with a combination of melee hits and blasts from the jackal, and achieved the "maximum suit" for the first time! Practically invincible, just fucked shit up till it ran out. Felt good. And of course, 2500xp and a promotion to level 14 doesn't hurt either. I'll have to see how effective that Feline is now...
Does anyone know of a cheat or config where I can remove fall-damage?
So, if I have bad internet is the multiplayer still worth it? I think someone said in the thread earlier that it almost FAVORS laggers, and I just wanted to make sure. I usually have around 150-250 ping.
[QUOTE=Foda;29058968]*rant* 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] As someone who primarily plays on a 360 I have to agree with you. Now graphics aren't the most important thing in the world but the 360 is 6 years old, and it's really starting to show. It wasn't even all that powerful when it was released either.
[QUOTE=redBadger;29059864]Does anyone know of a cheat or config where I can remove fall-damage?[/QUOTE] Air Stomp makes you immune to fall damage, even if you don't air stomp. Not sure of anything that would remove the kill barrier falls off of large buildings beyond god mode, though.
[QUOTE=J-Dude;29059537]I still don't get how that's meant to work. Is the "tesselation" basically enabling some form of parallax mapping input, or does the shader actually interpret texture information and dynamically alter the geometry? Crysis 1 already HAD parallax mapping, so I have to say I'm still confused over what's to be gained with DX11. Anyway, Crysis 2 updated before I played today, and I think the unlocks are finally being remembered now. SOME progress, thankfully. Just got through with winning an instant-action match. Managed to plow a scuffle into cupcake batter with a combination of melee hits and blasts from the jackal, and achieved the "maximum suit" for the first time! Practically invincible, just fucked shit up till it ran out. Felt good. And of course, 2500xp and a promotion to level 14 doesn't hurt either. I'll have to see how effective that Feline is now...[/QUOTE] Tessellation dynamically creates and displaces triangles, it has absolutely nothing to do with parallax mapping other than the fact it uses a heightmap to determine the displacement. Parallax mapping works on the basis of using a heightmap to alter the target texture's U/V coordinates in 3d space, giving the illusion of depth to a flat surface. A good example. [hd]http://www.youtube.com/watch?v=xXoDqS7Q8e8[/hd] The actual authored mesh is only 20x20 quads, the rest is created using dynamic tessellation and a high poly heightmap extracted from a sculpting application such as Mudbox or Zbrush.
[QUOTE=Raidyr;29049279]Not really a stealth class so much as "the class" unless Crytek changes things around. Everyone will be using Stealth Enhance/Mobility Enhance/Energy Transfer.[/QUOTE] Not really. I made a crazy power oreinted class that uses single shot jackel. My strat involves running around everywhere like crazy and constantly being in nanovision or using Cloak Detector, and it works out really really well (especially against people who cloak alot) Nano vision and cloak detector work well enough to put heavy stealth classes in their place against aware players. [editline]9th April 2011[/editline] [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] To be fair the Uniengine Haven benchmark is grossly exadurated. 60% of the things it shows "tessellation" can do, can already be done from a visual standpoint by the modeler (i.e. the stairs) and is currently done. Stuff like the rocks and shingles though, while easily possible in DX9, typically never look as detailed as they do with tessellation because of performance. And tesselations's greatest strength is how it deals with details behind the scene - dynamically going in and out of hyper detailed LOD's to low detail ones without any effort from the engine or artists. Reguardless, you have to admit, almost EVERY single DX11 feature in current PC games is mostly fluff such as "softer curves" that you only notice when you zoom into a static screenshot. It is very ironic how consoles are keeping things back as they are, namely the xbox. Considering that the xbox was oringally designed as the "directX box" to promote DirectX usage and make it a popular standard. It did that, but they've yet to update the xbox beyond DX9 (I think the orignal xbox supported DX9).
Maximum Noclip Activated
Ah, so basically DX11 takes bump maps and uses them as displacements. Okey-dokey. In moderation, I can see where that might be useful. But you'd better make sure your bumps are within reason.
Goddamnit, the console commands does not work for me. I mean, i can get the console up just fine, but with any console command i've heard of, even con_restricted, it says is an unknown command. It's really annoying me to say the least, it is really limiting my enjoyment of this game. Also, arent you supposed to have the pistol silencer and laser sight as soon as you can use the customization thing?
[QUOTE=elowin;29066886]Goddamnit, the console commands does not work for me. I mean, i can get the console up just fine, but with any console command i've heard of, even con_restricted, it says is an unknown command. It's really annoying me to say the least, it is really limiting my enjoyment of this game. Also, arent you supposed to have the pistol silencer and laser sight as soon as you can use the customization thing?[/QUOTE] No, I've only ever gotten the laser sight when I had the M12 out and picked up a weapon with the attatchment. Otherwise, it appears to only add the Rifle Laser Sight. It's terrible anyway.
[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] The thing with those examples is that that demo was created to showcase tessellation. It looks considerably worse without it because they basically did everything with tessellation. it's a tessellation demo. wheras it seems pretty apparent that crysis 2 was not made with tessellation in mind, so it seems like there's really not much to change. most of the crysis 2's detail was modelled in. the difference wouldn't nearly be as extreme as these examples.
[QUOTE=KorJax;29061155](I think the orignal xbox supported DX9).[/QUOTE] It uses DX8 actually and X360's DX9 has some DX10 features IIRC. It's really a mess.
The best example you can give for DX11 is currently Battlefield 3, since Frostbite 2 was designed 100% of the way with DX11 in mind, and in fact on PC will require DX10/11 video display - it has no DX9 support. The difference is pretty noticeable in their trailers with the DX10+11 features. [media]http://www.youtube.com/watch?v=uA378g_gD1I[/media] [media]http://www.youtube.com/watch?v=TBu_tH8muq0[/media] Hope more companies follow up on them with that.
Whats with all the shit server connections today.
Bah why does nano recharge take 500 near death regens... Why not 500 kills instead?!
what's everyones k/d
[QUOTE=Clark21;29069141]what's everyones k/d[/QUOTE] 2 something. It's not a difficult game to be good at.
my k/d is nada/nix as I can't log in. it's funny how the beta was more functional than the "final" product
1.4. My KDR 2 nights ago was 2.1. KDR doesn't mean shit in a game with this much lag and unbalance.
My KDR is 2 something, was above 4 in the demo. Makes me sad.
Mine is 1.2 and I'm okay with this.
ITT: K/DR whoring and graphics whoring to (high above) above poster talking about Xbox's direct X: Xbox 1 used DX7, Xbox 360 uses an early (but stable) version of DX10 that lacks most (I'd say roughly 95%, maybe 80%) of the DX10 features that us PC gamers know and love.
KDR matters if you play Instant Action/Team Instant Action like I do.
I had 12 killstreak today. That was pretty cool.
Anyone know of a level 50 hack? Just had 2 hours of progress destroyed because Crytek is a bad developer.
[QUOTE=Raidyr;29074785]Anyone know of a level 50 hack? Just had 2 hours of progress destroyed because Crytek is a bad developer.[/QUOTE] Where's the fun in that?
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