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.
I dont think I'll be able to run this lol, is this a test or will you optimize it at least?
this is why i dont use brushed realtime shadows anymore :D sorry for the work in progress scene, but as i tested it ingame with shadows ON for brushes and entities (upper picture), i got a polycount over eight millions :D i think this is absolute record for cryengine1 (farcry have somewhat round about 20.000 -50.000 max :D ).
my new shadowsplitter, switched shadows for brushes OFF in bottom picture, show the real polycount, 317.000. THATS why i create currently all times low poly fake shadow throwing objects ^^
@scopedknife
this scene will be have fakeshadows from invisible simple entities, so the final polycount will be ~500.000 in that scene which will give moderate ~90FPS ;) filled with AI and props it will have ~800.000 polys with atleast ~50 FPS ;) so no worries ;)
with vegetation and fog particles its then ~40 FPS final.
Very nice
thank you :)
to explain again WHY i posted that:
a 317.000 poly scene.... those polys, throwing his OWN shadows, cause a polycount of over 8.000.000 (!!) , it prooves how bad the brush shadow caster routine is in CE1 and why i (since 3 weeks) don't use it anymore and also avoid brushed objects as much as i can.
Amazing work!
thank you Marek33 :)
8 million polys,huh thats too much.
I have around 800,000-1,500,000 polys per level for now with all the shadows on at 60 fps.
Do you use scale mode here or not?
no, no scalemode, brush shadow caster off.
look same picture below: f9 (brush shadows off) = nearly same picture but 7.7 millions less polygones :D i dont use real shadows from those buildings, will add fake invisible shadow buildings with only 20-50 polys :D
Why are you running at shader model 1.1? Is your GPU that very old?
i have a ati 4850 which have sm1, sm1.1. sm2 and sm3 but CE1 is buggy with sm3 sometimes (black surfaces). i have build in a switch so i can switch between sm1 and sm2 (and sm3) and i see no differences in FPS or quality, so i don't care about. (no differences because the shaders which i have used for materials are compatible ones, back to sm1, just to keep the mod workable on all GPU's and all OS ).
All GPU's on the market now support at least SM 2.0 and above even the very inexpensive ones locking your mod on SM 1.1 you are just cutting yourself short and GPU makers aren't supporting so old shaders on their new drivers (that means they don't solve bugs if they brake the shaders), SM 1.1 is dx7/dx8, SM 2.0/SM 3.0 is dx9a and dx9c respectively, by supporting SM 2.0 and SM 3.0 you are not only supporting all GPU's and OS's as well, but making sure your mod will be more modern and supported for longer.
no worries, you can switch any time during gameplay to sm2 sm3 is blocked because of black artefacts in win8 and wxp on different graficcards with different drivers. but special sm2 shaders are only usefull for special surfaces with specular reflection exponent, and i dont use such shaders, because they mostly look "plastic". the shaders i currently use have sm3, sm2 and sm1 renderphad included each, so they automatic have a fallback. just thrust me ;)