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one additional question: how the distance scaler behave in such scenes, if you already HAVE over 30 FPS and turn it on ? theoretically they then should increase the viewdistance ? but practically, what happens on your machine in such situations (please set them to "aggressive") ?
haha, so i wish you good luck :)
yeah, thanks Admer :)
it will be not so easy... atleast for 4 weeks no kitchen, no sink (only one sink in bathroom). no internet... ohman, i hate moving home so much...
thank you Buddy :) imagine this at night, with zombies and you holding a flashlight :D
it's even for me scary, and i have mapped this :D
wow, that is twice time what i have ^^
what happened to your Nvidia card which was behaving strange in the single texture room scenario last year ?
hmm, but instantfightmap, how man FPS standing at starting point, looking to the river (not ocean) ?
this is one of the absolut worst case scenes (beside standing close to the river, looking to the city).
with middle quality settings: how much can you achieve there ? (without activated distance scaler!)
that scene is a simple test scene, farcry have also this polycount.
my mod have ~600.000 - 1.2 millions and if you slide the shadowslider to max viewdistance, 2.8 mio poly. but those are the drawcalls, it seems the single Core power of your CPU is also extreme important.
and yes, my mod is not designed to run on low end systems ;(
without, 64bit patch is without SDK and not modable (atleast from c++ site).
but 64bit means NOT all is faster and better, 64bit means: larger memory acces availible.
yeaaaaah, cpu :/ my Q6600 @ 3GHz is slower, my AMD6950 GPU is slower, so its really the GPU driver or the memory management from a 64bit OS or a combination :/
yeah, you have right!
i actually try to find ways for riggs (combinations from PC and OS) which do not bring good FPS, to make a magical switch in options which allow to play it anyway.
actually i unlocked the distance scaler, which dynamicly de and increase the viewrange to keep a 30FPS minimum and prepared the menus and structures for, i also have prepared the ingame devmode hud and inserted more functions so its now possible to start (!) searching the bottleneck (shader, renderer, AI, drawcalls).
finally it will and HAVE to end with, that anybody can play it and THEN can increase single sliders from quality and look then what happens.
unfortunately the usual PC gamer do the different thing:
start the game, go in menu, grafic -> set all to ultra high / max, load map and yell "what a **** performance" :D
have seen that in crysis release.
even if it was possible to reduce all qualities in crysis the most heared call was: "it runs so poor with all set to max, what a ****** engine".
later, as crysis2 came out, with drastical drawbacks in grafical quality (but with higher FPS therefore), all raged against the "downgrade" :D
i have to find a psychological way and a nice menu tuning to avoid this -.-
but the psychological aspect is very heavy:
tnlgg got the game, maybe thinking: yeah, my new rigg is better, turn on all to maximum and got horrible results in fps, from not running to stuttering like hell in lower grafix quality in options.
i have to take care of this aspect and maybe must insert a dynamic options menu, which, invisibility for player, allow only certain max settings for certain maps, which simply wont run on ultra high settings, because of a physical memory limitation which farcry have.
a friend (Tnlgg) have tested the actual map i promote here, with his PC and got awefull FPS, around 50% less then i have with my 8 years old rigg on WXP.
so i restarted my PC with w7 64bit, and started the game and have also seen a drastical performance drop. its even clear seeable at this testmap. please note also the minview FPS, which is only 30% of the original on WXP (identical PC !)
unfortunately, due moving home, i didnt have really time to digg again deeper in this and try to find work arounds or even first developing debuggin tools, (its important so i can find out which is exactly the bottleneck). it's definately a software driver bug on newer OS , maybe
only on 64bit systems, but it may also interact with the good old driver "bug":
remember this :
AMD and also NVIDIA release newer drivers which always slow down "old" cards drastically.
and i mean drastically ^^ the same card with old driver can have in same windows up to 100% more performance in farcry on cryengine1 .
i have readen that this happens also to other old dx9 engines, but i didnt have the time to digg also into this topic.
and pls dont unterestimate this problem: the real maps are designed to run on my old rigg from ~25-50 FPS, sometimes 60 or 70, seldom more.
but on Tnlgg's new machine with w10 64bit, he have a max of 40 FPS and a minimum of 25FPS (but not the min fps, they might even be lower which makes it not really enjoyable).
looks good :)
thank you! it's atually realtime enlighted, and every lamp can be shot down, unfortunately the corridor will not be totall dark/black if all lights are off ;(
thanx my friend :)
thank you :) now i wait for your indoor shots :D
unfortunately i wanted this special "white" level in this section: that means, if you shoot down all the lights or shut dem off, its not totall dark, its more grey'ish then :/
i use all diffuse textures with 255,255,255 (max) .
it depends: this special section is a "construction in progress area" (in gameworld, close by to the abandoned outdoor construction site).
so it is not yet in use by the inhabitants of this island.
yeah, cryengine is very nice, i love the warm look and feel of cryengine 1 very much.
thank you :) 99.9% modelledm uvwmapped, textured and mapped byself out of pure imagination :)
you are welcome :)
thank you very much and you are right, it's the same corridor!
in germany inbetween you must proof that you are a valid person who can pay the bills, that is sometimes very timeconsuming and costs you money. also the telephon companies are not very fast and thrustworthy for some reasons.
i get it actually :D but why not make it better in emersion?
this room is a little less confusing, but still total "false" :D
i can't exactly describe what, but something is "false" in this scene. maybe the upper wall texture confuseses me, or the technical arrangement is, hmm, "false". i don't get it exactly. mabey its also the metal ramp which makes no sense in this room context :/
10/ 10 , epic, just epic!
yeah, getting internet in germany taking maybe longer than in african countries.
atually still beeing stuffing out the new indoor section, have had do this the second time today, because the editor have "forgotten" to save the level.xml inside the cryfile (still doesnt know exactly why, but it may have to do with a parallel openened open office, which cause always strange sideeffects).
i also tweak weapon handling, this time recoil and weapon amp shake during firing vs recoil. this is a hell of a work.
also have tested the replaced field models which have blocked vehicles two weaks before, this is now fixed (i remodeled some vegetation).
also some scripting work under the hood is done every day, unfortuntely all those things can't be shown but i just wanna tell that I'm still working :)
in 10 days i move home, which will result in a break in modding and even without internet for a unknown time -.-
looks very nice :)
please make the lights shootable :)