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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FarCry0731
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pvcf Author
pvcf

by stuffing out the mapboarders i increased drastically the drawcalls from ~1.2 mio polygones to ~5millions, which decreased the FPS from ~100 to ~35 FPS on my system.
i tried now the FPS distance streamer which i have worked last year on, set it to min 50 FPS with a slider in menu and: voila: devkid engine scales now all the time the drawingdistance and keep ~50 FPS min.
only on very seldom sitiations you can break that framelimit for about 1-2 seconds, for example if you climb to that mountains, look out from the map, so you have 300 FPS, wait some seconds until the streamer increased the distance to the maxrange, and then turn around and look over the whole map: then the whole drawcall is processed for 1-2 seconds, until the streamer have reduced the sightrange again.

it was needed to make this slow so in normal play the drawed horizon and distance looks all the time identically and changed slowly if needed, so you wont be disturbed by this operations with visible changes of drawdistance and popping off far mountains and so.

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Admer456
Admer456

Does it also affect the terrain mesh LOD?

I once reached 3 million polys in a relatively empty map by turning it off. :P

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pvcf Author
pvcf

> Does it also affect the terrain mesh LOD?

yes! entities are hidden, and terrain and brushes are not drawn.

> I once reached 3 million polys in a relatively empty map by turning it off. :P

you turned off what ?
my max drawcall here was 5.9 mio, my GPU is way to slow for this :D
if shadow drawdistance would be increased in option, i have no doubt, this would go to ~7mio, not suitable for cryengine 1.4 ^^
actually i still try to keep it around 1mio, but the long viewdistance and the insane amount of vegetation rise this often to 2.9 mio.

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Admer456
Admer456

Far away parts of the terrain reduce their polygon density, because the player can't even see much detail unless they zoom in.

In the Sandbox Editor, this should be found in the Environment tab where you can set up the sunlight, ambient light, lens flare shader, terrain shader, water shader etc.
Among those options you'll find something like Terrain Level of Detail. That's what I turned off.

The terrain was super detailed, no polygon density loss, but the polycount was about 3 million (for the terrain alone!) when looking at the entire level. Plus, it was a small one, only 4096x4096 meters.

However, I still didn't check wireframe mode to see how the polygons get reduced. But this can be used well for optimisation purposes. :)

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pvcf Author
pvcf

ah, i see, you mean geometrylodratio, you set it from 1.0 to 0, this increases here a empty map with 88.000 polys to 880.000 :D
i checked wireframe and yes, the geometry mesh for terraindistance was drawn with no LOD / downscaling.
btw, did you found out, what texturelodratio is for ?

> Plus, it was a small one, only 4096x4096 meters.

you can't use bigger maps in ce1 :(
(as long as you plan to use vegetation and entities). there is a bug in a physic dll which cause a nearly CPU freezing physical collusion check every frame.

> However, I still didn't check wireframe mode to see how the
> polygons get reduced. But this can be used well for optimisation
> purposes. :)

unfortunately not, 1.0 for geometrylod is actually the maxamount and the default value.

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Admer456
Admer456

Right, Geometry LOD Ratio. I haven't touched CryEngine in a year, sorry.

Texture LOD Ratio controls the sharpness of the generated surface texture. It's similar to mipmapping.
Or that's what I remember. I noticed it because of the high contrast in my surface texture (snow vs. rocks), but I think it's not easy to see on other texture combinations.

Also, bigger maps can mean bigger filesize, because a bigger heightmap is created (unless you choose a bigger number for the Units per Meter density).

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pvcf Author
pvcf

> I haven't touched CryEngine in a year, sorry.

there is no a single sorry possible, this is unforgivable ;)

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Admer456
Admer456

But school! I'm a highschooler now, lol.

Either way, I'm planning to get back into it soon, after I build my dream PC. :D

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