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thank you for the link!
seems hacked, not dead :)
because you can ofcourse close and delete your own mod and does not to have write some **** into the description text ;)
testing out the new devkid functions. what you did not see is the streaming under the hood which is better, so some more FPS reach the GPU. but because there is still a big GPU limit problem in that map, i have added in menu some tweak possibilities. the easiest way is, by keeping all settings at ultra or very high, to reduce the viewing range.
please not that the seen FPS is always more than 40 FPS lower than without video capturing.
in the first scene,, the video shows ~60 FPS. without recording its 100. with lower grafical settings i have there 130 FPS.
BUT, i have a very fast CPU, but a somewhat weak GPU:
I7 4970k @ 4.4 GHZ
AMD 6960 (GPU).
note: i have had turned shadows off, they would have a additionally ~10-20 FPS impact.
the initia problem was, that i and the teser have had incredible low framerates, i, for example have had 25-35 FPS on those scenes with my old 3.2GHZ Xenon :/
so i needed a solution how to increase the performance whithout destroying the map or forcing all to buy top of the notch hardware ^^
aaaaand fixed :D it was my last rope-addition, but this elevator does not use a rope but the scripts anyway tried then to remove it as the elevator reaches his goal. but no rope and ---script crash..
after heavy engine debugging / optimisation, i always have to test if all is still working like it should be.
in this case, this bastard refuse to stop and i have actually no idea why, because i totally did not altered anything in code which belongs to a elevator :D
but this keeps modding intresting ... if all would work instantly it would be surely boring :D
ah: the onscreen message shows a table with entities which are actually in the devkid entity streaming system active and are updated.
this is what i have recodet the last 2 weeks. before it was ~2500 of ~5700 entities on the map.
goal was to reduce the CPU load, just to run now all the time in the GPU limit -.-
you will loose comunity feedback if you post the stuff on your site, the comunity is here ^^ go where the comunity is and dont try to get the comunity to you, thats not how it works :D
nice room! i think you maxed out the farcry vanilla delivered stuff, very nice work!
i slowly started to redo the hangar ( www.moddb.com/mods/farcry-operation-clearing/images/farcry0614 ). after some hours of work and a "savecrash" (cryeditor saves the file but "forget" the main level.xml file -.-), i have had to do it again some hours and it's harder than i was thinking. there is a bug in flareproc shader which does not allow it to use for bigger meshes, so i have had to model for each broken rooftile hole a object which creates the illusion that the sun is shining behind the wall (which isn't, this scene is actually indoors).
will proceed on this hangarscene, it's still not as good how it could be in cryengine :)
haha, very nice :D thank you for posting :)
ps.: pls dont use those plastic reflecting shader for the Khnum body :)
looks very nice :)
especially in cryengine 1.4 which i bascially use, the i3 with turned off HT will be slightly faster than with HT (i think ~5%, but dont nail me on that exact number, but it will be faster) .
other games, which have 4 threads, will take profit from HT at your i3 with 2 cores.
my new i7 cpu have 4 cores + HT and and i will switch off HT to get out the most boom for bang (in gaming, ofcourse).
> and has much better drivers.
> But if new drivers = half FPS, then I'm the loser, right? :/
only in GPU limited scenes
single core performance. FarCry have only 2 threads, one main thread for the whole engine and one very small which can run on second core. but the first thread needs as much power as possible.
>The i3-6100 is dual-core with 3.7GHz, so I hope it will be fast enough,
i think this will be faster than my actual xeon e5450 @ 3.2 Ghz. then it depends on the GPU, i absolutely can't say anything about newer AMD GPU's than H4xxx, H5xxx, H6xxx and their driver behaviour. AMD changed from H7xxxx also the technical structure, so the new drivers may be not a problem at all. i simply can't say anything, sorry...
but i develop actually (current still in my mind) a very drastical code which allows to not load not needed vegetation like bricks, stones, small grass, this should get back some heavy CPU resources, but i have first dive deeper into that vegetation renderer bug i have found in last week.
nice work :)
sorry for late response:
but i can judge both manufactures for sizing down old GPU's to 50%, just so the new ones looks epic faster.
sorry, but this is, hmm, very very very baaaaaaaaaaad ^^
i have found the cause for that FPS dropping from w7 vs XP, it's posted somewhere around that link you have digged out. it's basically the GPU driver version. old driver = doubble framerates, new driverversion ( newer than, hmm 11 or 10.1, i dont remember), = half FPS.
AMD called this driver cut euphemistic "corechange" or something that ****.
but if you wonder: Nvidia have done this too, but not as brutal like AMD.
beside that: all(!) what you see here is not GPU limitated, it's always the CPU. so be sure to grab a very strong SingleCore speeder. RX460 should twice as fast than my old 6950. (especially with the new catalyst drivers, hahahaha :)
you too :) thank you!
the razor wire need a spec shader, the tree: it seems i have done a mistake in uvwmapping, it's simply broken -.-
thank you for the two links to the chainfences!
but i try really to go in much more rotten and rusty chainlink fences, and for that, the current fence is way to straight, and intact. (beside the size problem).
thank you too, i confirm on all points!
i will post a screenshot if i have reworked the shader and postpro and props stuff, then it will hopefully look better than FC2 :D
i'm sure your new PC will have doubble framerates than i have here :)
i also have to rework something at the roof tiles, shader and texture look like a comic because of the black cellshapes :D
yes, the tree ... maybe it's the color of the bark and its also a little bit to big.
thank you for pointing on that !
yeah, i try! but without that ugly squary street corner look.
thank you :)
for some unknown reasons i'm totally not satisfied with that fence ;/ dont know why, but it looks false or "not symphatic" . very strange... have this scene since some months at this state and since the first day it feels false ...
maybe it's only the proportion / size :/
maybe it's because the fence geometry is in opposite to terrain evaluation (straight line vs curvy evaluation).
mostly not a public spot :/ i really must find intresting loot stuff for such places so players are motivated to explore more, so i didnt have mapped this stuff for no reasons :D
only a wip screenshot, there are some post effects missing like sunshafts, dust particles, shelfes and so on.
but for idea finding it's always important to fill buildings already a little bit to get a feeling about props density, hiding spots and possible loot areas.
a "emptied" scene with all props/entities removed, this is the bare brushed static, non interactive rest :D^
damn this looks better than with the entities, i have to rework this scene :D
i debug since 2 weeks, 80% of the time is to create this debugging routines to see if there is a bug or not ...
i do not will release a alpha or a beta, maybe a closed beta to 4-5 pples. it's because i dont have gamebugs with showstoppers or codecrashes. the bugs i hunt are performance eating stuff, like to often calls of throw ray for obstacle detection or spawning the footsteps where i have forgotten to reset them, which caused in a special testmap after the first step a strange performance drop.
or the strange behaviour of cryengine at start: it seems cryengine need a "breath time" after start. but all this is found and fixed.