Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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pvcf Author
pvcf - - 4,943 comments

Attention: image is 4.8mb in size!
so, what we have here:
a idea came in my mind yesterday and after 2 days of coding i could achieve a engine boost up (again) which was urgently needed in my big maps :)
for first calm down: this boost takes only effect, if the the map is slow because of really to much entities/props (over 3 thousends) and dynamic lights which are destroyable, alter AI sightmanagement (each of them ^^) and have more then houndreds of living and activated enemies together with massive setted up soundspots which reacts to daynight times.
the engine boost will not have any effect on small vanilla farcry maps with ~20 props, ~2 dynamic lights and ~20 enemies
where maxumal 5 are simultan activated.

a short explanation of the picturestribe:
the first row is standart farcry behaviour the middle row is the one with my virtual entity distance hidestreaming engine and the last row is my today addition: i expanded the virtual entity distance hidestreaming engine with a kind of priority sorting and interrupt update routine. to be simple: i update less important props/entities only every 3 frames. because its currently for testings free switchable i can do such perfect comparison screens.
the new engine addition basicly do NOT speed up the rendering process, its a pure CPU relaxation. thats why it wont speed up vanilla maps or high polycount scenes, its still the task of your GPU.
anyway, i'm very proud of it :)
the (current) final engine boost is ~260 % :)

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pvcf Author
pvcf - - 4,943 comments

update 10th march:
i worked more out the update sorter and relaxed the CPU cycles, so again a very noticable FPS punch and its somewhat unbelievable to see such extrem stuffed scenes in cryengine 1.4 with such high framerates :)
300% speed boost in some scenes :) an intresting sideeffect is, that the current max prop/entity amount again raises to some values which i currently dont know. with the engine 4 days ago i could handle somewhat about 5000 active entities, now it seems the amount does not care anymore and 50.000 could easy be possible.

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Szczekus
Szczekus - - 380 comments

You`re the man this engine needs :D
GJ!

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pvcf Author
pvcf - - 4,943 comments

thank you very much :) btw, because we have spoken in pm about: the shadow flickering swell FPS in devkid is exactly 25 FPS :) above you have unlimited stable shadows in 90% of all scenes, for the rest i have to model better shadowcasters.

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tnlgg
tnlgg - - 343 comments

Good job there.

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pvcf Author
pvcf - - 4,943 comments

thank you :) maybe i can develope this idea a little bit further and scueeze out additional frames. i will also keep in mind that the whole priority sorting could be even less precise if player drives or fly a vehicle (especially there we need as much FPS as we can get )

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Marek33
Marek33 - - 3,891 comments

Just like others said: Amazing work!

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pvcf Author
pvcf - - 4,943 comments

thank you :) atleast it was very satisfying, usually i spend hours and hours at a idea which atleast most not work or SDK does not provide the needed code or is locked in not provided code .

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update 10. march : fourth row: even more engine tweaked :D