On my PC(intel i5 4570k boosted, gtx690, 8 gb ram) over 180-200(sometimes 100) fps in hard-arounded places(a lot of environment ), here was about 300-480.
About water shader - it's simply recoded shader by me. But it still have some problems, me still need to fix this idiotic water(sun rifles on waves are incorrect, terrain didn't shows on it, sprites are flicked etc, incorrect mirroring of skybox on water(sometimes only). I tired to fix cash of shaders, it always dropped this cash and save it after reloading and I need wait about 5 mins after so every reloading. I think, I will need remake water from zero at all, because it's really bugged very much....
you have a nice machine :)
but seriously: if your map have so much FPS there is way to less stuff placed :D
i kill my 4790k on my maps untill i reach ~40 FPS (ok, i'm now always in the GPU limit, stone old HD 6950, your 960 should be nearly twice as fast).
about watershader:
-there is a consolecommand to reload shaders, i'm not sure but i think it may working.
-for such work i set up simple extrem fastloading testmaps, together with Clivey FCMapper v2 i can start a testmap in 11seconds, be also sure to rename fxc.exe to _fxc.exe to avoid all the time redoing shaders during loading, which exceed loading times by factor 10 or more.
-if you have w7: it is known to make problems on watershader, it often depends simply on the GPU drivers and versions ... i really wonder what you can tweak there inside the shader ?
-about flickering: there is a reflectionrate, which reduces flickering of cost of FPS. (consolecommand too, but its saved in the waterspecs)
i personally ended actually with giving a sh*t to waterquality because in my maps you see ocean very seldom and it eats up to much FPS.
1)Water shader is recoded based on original water from "The project" movie on CE1. (was maded since 2014 year as i remember)
2)Thank you for advice , I tried it already)
3) Yes, on W7 — known issue for me :D
did you mean the ATI demo ? 2004 with something around ~CE1.5 .
> Thank you for your comment:)
you are welcome :) like to see new stuff posted :) unfortunately i can't post much stuff at last time, i do only coding coding coding and debugging, didnt have seen the level editor for some months -.-
wow, tree shadows on the far islands ? what about FPS and are shadows stable?
Shadows work fine. FPS is stable, but if think so, cryengine1 may much more than we see on this picture.
how much FPS ? the water looks really epic, what is this for a shader ?
On my PC(intel i5 4570k boosted, gtx690, 8 gb ram) over 180-200(sometimes 100) fps in hard-arounded places(a lot of environment ), here was about 300-480.
About water shader - it's simply recoded shader by me. But it still have some problems, me still need to fix this idiotic water(sun rifles on waves are incorrect, terrain didn't shows on it, sprites are flicked etc, incorrect mirroring of skybox on water(sometimes only). I tired to fix cash of shaders, it always dropped this cash and save it after reloading and I need wait about 5 mins after so every reloading. I think, I will need remake water from zero at all, because it's really bugged very much....
you have a nice machine :)
but seriously: if your map have so much FPS there is way to less stuff placed :D
i kill my 4790k on my maps untill i reach ~40 FPS (ok, i'm now always in the GPU limit, stone old HD 6950, your 960 should be nearly twice as fast).
about watershader:
-there is a consolecommand to reload shaders, i'm not sure but i think it may working.
-for such work i set up simple extrem fastloading testmaps, together with Clivey FCMapper v2 i can start a testmap in 11seconds, be also sure to rename fxc.exe to _fxc.exe to avoid all the time redoing shaders during loading, which exceed loading times by factor 10 or more.
-if you have w7: it is known to make problems on watershader, it often depends simply on the GPU drivers and versions ... i really wonder what you can tweak there inside the shader ?
-about flickering: there is a reflectionrate, which reduces flickering of cost of FPS. (consolecommand too, but its saved in the waterspecs)
i personally ended actually with giving a sh*t to waterquality because in my maps you see ocean very seldom and it eats up to much FPS.
Yes, there is a way to less stuff placed ;)
1)Water shader is recoded based on original water from "The project" movie on CE1. (was maded since 2014 year as i remember)
2)Thank you for advice , I tried it already)
3) Yes, on W7 — known issue for me :D
Thank you for your comment:)
did you mean the ATI demo ? 2004 with something around ~CE1.5 .
> Thank you for your comment:)
you are welcome :) like to see new stuff posted :) unfortunately i can't post much stuff at last time, i do only coding coding coding and debugging, didnt have seen the level editor for some months -.-
Yeah, ATI demo.
Coding is hard work on new additions for game, so it's hard to work byself doing differents aspects in project ;)
I usually separate a time for such things :))))
It looks so beautiful