[QUOTE=Xbox;28783718][img_thumb]http://i55.tinypic.com/160wjug.png[/img_thumb]
No I'm not playing on a TV.[/QUOTE]
Mine locked up once and it told me to try blowing on the cartridge, this is such a console port
Gonna be doing an unfiltered lets play with this on a level I haven't played yet with a friend. Admittedly motivated simply to prove to PC gamers that it's "Not as bad as you say"
Ok.. I'm on very high 1024x768 or something, just started walking, and the game runs PERFECT.
So uhm.. Wheres the map editor ? I downloaded the steam version and I cant see no map editor in the folders.
Anyone finding any aimbotters on PC MP? I am, and they're annoying as shit.
People on steam are talking as if nobody has the editor.
But the leaked version of the game DOES have it.
Not coming until summer.
[QUOTE=Raidyr;28792609]Not coming until summer.[/QUOTE]
Fucking bullshit. It's about the only reason I bought this game.
Pirate crysis 2 and you get more features then if you'd buy it on steam. That makes sense.
The only thing this game needs now is midpoint shadow mapping, but it'd just run too slow to be bearable. Two renders of each object in six planar projections for each individual omnidirectional light, jeez.
But it sure would look pretty without the shadow pullaway.
Just beat the game and holy shit that was amazing. Also, I find it really hard to believe it took people 12 hours to beat. It took me 5 hours and 54 minutes so pretty much half what people said. They must have been crouching the whole time in armor mode,
Anyone else starting with everything when playing the campagin a second time, I have all my weapon attachments and Nanosuit Modules from the first time I finished the game.
[QUOTE=Raidyr;28792609]Not coming until summer.[/QUOTE]
Summer ? what the fuck does that even mean ? Why don't people use q1-4 ?
Crytek is german and EA is american. Which summer are you talking about ?
[QUOTE=Cows Rule;28792752]Anyone else starting with everything when playing the campagin a second time, I have all my weapon attachments and Nanosuit Modules from the first time I finished the game.[/QUOTE]
Dude I've always been totally fucking down for New Game+ modes, but I hadn't yet seen one in a shooter.
I'm already pumped for my next playthrough and haven't even finished the first.
What's the purpose of the car keys you find hidden around? When I pick them up they say "New vehicle acquired" or something like that.
[QUOTE=KorJax;28792336]Compairison pics?[/QUOTE]
Try it yourself, basically the commands increase the gi deferred lighting grid, which lets smaller objects have a bit of indirect lighting, and makes it higher quality for larger things.
-removed-
[QUOTE=J Paul;28792675]The only thing this game needs now is midpoint shadow mapping, but it'd just run too slow to be bearable. Two renders of each object in six planar projections for each individual omnidirectional light, jeez.
But it sure would look pretty without the shadow pullaway.[/QUOTE]
Hmm? You can do it a better way with almost the same quality without loosing 90% of your framerate. I don't think the omnidirectional lights are using 6 planar shadowmaps either, because you can achieve the same effect with two.
[QUOTE=Legend286;28790587]Yes.
[code]e_gi 1
e_giamount 5
e_giblendratio 0.25
e_gicache 2
e_gicascadesratio 3
e_giglossyreflections 1
e_giiterations 32
e_gimaxdistance 100
e_ginumcascades 6
e_gioffset 0.2
e_gipropagationamp 3.3
e_girsmsize 256
e_gisecondaryocclusion 1[/code][/QUOTE]
Do I put this in the system.cfg?
[QUOTE=Wheeze201;28792757]Summer ? what the fuck does that even mean ? Why don't people use q1-4 ?
Crytek is german and EA is american. Which summer are you talking about ?[/QUOTE]
He just made that "summer" statistic up. We don't know when its being released, but they said soon.
[QUOTE=Legend286;28792997]Hmm? You can do it a better way with almost the same quality without loosing 90% of your framerate. I don't think the omnidirectional lights are using 6 planar shadowmaps either, because you can achieve the same effect with two.[/QUOTE]
Yeah I actually haven't read much about CE3, they could be working with a totally different implementation, I'm entirely ignorant of it. This is just some shit I remember hearing John Carmack talk about years ago back before anyone was really even doing shadowmaps in like every other game. The way he described it, depending on the scene, you could see something like a 12x increase in poly count IIRC.
i like how the map still feels open even though its a city, be cool to try swimming to that island you can see in the area you get the first pistol ammo
[QUOTE=J Paul;28793068]Yeah I actually haven't read much about CE3, they could be working with a totally different implementation, I'm entirely ignorant of it. This is just some shit I remember hearing John Carmack talk about years ago back before anyone was really even doing shadowmaps in like every other game. The way he described it, depending on the scene, you could see something like a 12x increase in poly count IIRC.[/QUOTE]
You generally don't have to render things twice using normal shadowmapping, but iirc the way Id Tech does shadowmapping uses stencil stuff, which is ok I suppose. Modern engines either use 6 planar shadowmaps, or dual paraboloid.
[url]http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-shadow-maps.html[/url]
Both have advantages and disadvantages, such as dual paraboloid causing artifacts if the geometry is too low resolution / thin, but you can fix that with a good filtering algorithm.
[QUOTE=paul simon;28793043]Do I put this in the system.cfg?[/QUOTE]
Yes.
[QUOTE=Legend286;28793121]
Yes.[/QUOTE]
Does the value "e_giamount 5" increase the overall visibility of the global illumination?
I'll try it anyways, i hope I'll be able to see a difference. :v:
[QUOTE=paul simon;28793148]Does the value "e_giamount 5" increase the overall visibility of the global illumination?
I'll try it anyways, i hope I'll be able to see a difference. :v:[/QUOTE]
Yeah, try putting it to something extreme like 500 and watch the fireworks...
[QUOTE=Legend286;28793121]You generally don't have to render things twice using normal shadowmapping, but iirc the way Id Tech does shadowmapping uses stencil stuff, which is ok I suppose. Modern engines either use 6 planar shadowmaps, or dual paraboloid.
[url]http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-shadow-maps.html[/url]
Both have advantages and disadvantages, such as dual paraboloid causing artifacts if the geometry is too low resolution / thin, but you can fix that with a good filtering algorithm.[/QUOTE]
Yeah, but I was talking about midpoint shadowmaps, which are used to prevent shadow pullaway. The pullaway's the problem here.
Sure it's not a big problem, and sure it's in every game that uses shadowmaps ever, but it just bugs me man. It bugs me almost as badly as the lack of supersampling options in pretty much any game, and barely any driver support for it. I mean god damn supersampling is something you should always be able to do.
Just finished the game.
Best game i've played in years tbh.
will those gi switches work in a autoexec.cfg
Can hardly find any working servers, managed to get into 2 games, one of which was unranked and full of aimbotters :v:
[QUOTE=Legend286;28793173]Yeah, try putting it to something extreme like 500 and watch the fireworks...[/QUOTE]
Tried that, and honestly I couldn't notice any difference at all.
I've set the game to the "extreme" preset.
Sorry, you need to Log In to post a reply to this thread.