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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Terrorist495
Terrorist495

Интересно как эта панорама в игре будет выглядеть.

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pvcf Author
pvcf

please post in english :)
just watch one of the movies i posted regulary,
Moddb.com

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garbitos
garbitos

Really proud of (in the most respectful way) all your work on this engine and how you stick to it over the years! To see your progress with imagery is very impressive. Keep it up! Hopefully I can come back after we recover from hurricanes!

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pvcf Author
pvcf

thank you and good to see you here again :)
what about the hurricanes, where you from ?

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garbitos
garbitos

Such detail for an almost 15 yr old engine!

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pvcf Author
pvcf

i found out that you can have the same detail amount like on actual engines, its all about the texture shader section on your GPU, i found actually a way to have this insance amount of vegetation on the map without let dying the GPU rendersection (one big 4k multitexture for most of the vegetation), and the polygoncount is handled by the CPU, the only bad thing is, that we have only one thread and the shadow engine is in the same thread and eats way to much time.
if i would get the texture streaming from disk to work, i could show MUCH better things ^^

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garbitos
garbitos

Yes I always found the shadow system was a very big limiting factor. For example in multiplayer to have real snappy gameplay it is important to use static shadows, with only a few real time shadows on players, vehicles and a few special objects. You are squeezing out much much more here. I read in another screenshot about the multilayered surface texture layers. So cool.

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pvcf Author
pvcf

the shadows from brushed objects are usually baked into the lightmap, that saves (or it should) much CPU power.
i use realtime light and realtime rendered shadows for brushes, vegetation (and ofcourse entities), and still have acceptable framerates, i have a little bit rearranged the shadow handling and setting.
that allows me a way much nicer look and i dont have to generate and handle the lightmap, which eat precious memory, which i dont have ^^
it also allows to set up the shadows for the user in options extrem fine and you can also take advantage from extreme strong (actual not existing) CPU's in the future to get out most of your hardware.
thank you for noticing the multi texture layering.
actually cryengine1.4 supports 7 layers / object, the trick was, to get this into the terrain map and i was thinking for years it would be impossible what i have in my mind, and that terrain never could reach the shader quality like usual object shaders, but inbetween the terrainshader in devkid is much better and stronger than all object shaders, especially because i have there displacemapping which works more bugfree in comparison to the object shader section (bump map tiling does not work, it let dissapear the texture on my system and turn the object invisible).

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garbitos
garbitos

Thanks for the explanation. Hope to play with these surface texture techniques some day soon! Keep it up! Do you plan on releasing an alpha or beta? Or is this still in the learning/exploring phase? (no judgement i know how it can be with this engine, it will never feel 'complete' hehe)

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pvcf Author
pvcf

open beta in next ~weeks (not months ^^)
devkid and OPCL are not anymore in exploring phase, its nearly ******* finished :D

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garbitos
garbitos

Also wondering what your system specs are so we can gauge the system requirements one might need to enjoy this someday.

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pvcf Author
pvcf

cpu: i4 4790k
gpu: AMD 6950
ram: you need 2.5gb minimum to run it, more would be better.

i'm actually on all screenshots in CPU and GPU limit at the same time.

i add stuff to every place until my FPS on my system drops below ~35, then this place is finished, but i play with max settings.
in devkid you have some intresting quality options, the main important one is, you can adjust your viewdistance which reduce drastically the CPU and GPU load or you can let devkid do this automaticly for you.
then devkid keeps all the time a desired FPS which you can choose with a slider. that can lead in very short viewdistances but together with quality settings it should be possible to tweak it for your system to somewhat playable.
but keep always in mind, that i do NOT mod for performance, i mod for best looking/gameplay as possible for my personal needs.
if it runs in your gear, i'm fine with, if not, lets pray to the new menu option pages and his possibilities :D

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