Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Did a quick crysis 2 run in times square and graphics memory usage went upto 1630mb, If that is due to dymanic texture memory management then would a 2GB card be working harder than say a 1GB card in crysis 2?
This is called prefetch, simple streaming prefetch.
So you don't used 1630MB really.
I have his other mod mixed with BlackFire, he's almost done with the new DX11 mod.
We should have it by next week. Crytek looked over so many issues with this game.
If you look at the Blog, he points out clipped, missing, misaligned, corrupted textures. It's embarrassing.
Even after all the mods so far, the game still needs a lot of work. Many of the art assets are still consolish.
Why bother with Crytek?
What's the name of SDK in which Maldo implemented his mod?
And who created all those toys for him to play with
But surely you're aware Maldo didn't hack the assembly, hexedit or anything like that.
He used the toolset kindly provided by evil Crytek.
I wonder who will mod BF3.
Oh, wait...no SDK for that upcoming true PC game.
Not sure, but he's almost done though. Now he's fixing the excessive tessellation issue i.e. water and barrier polygon count.
He develops games by day and mods by night. His mods hows the lack of detail Crytek refused to use for C2. Shame really.
Even after the mod is done, it will need more work.
http://maldotex.blogspot.com/
Thanks for the great confidence, but I do not develop games by day. I have no relation at all with the gaming industry. This is the first time I do something about that. First textures in my life, the first time I do displacement maps and the first time I fix level problems.
I wonder who will mod BF3.
Oh, wait...no SDK for that upcoming true PC game.
Maldo correct me if I am wrong, but I recall you updating Crysis 2's textures well before Crytek got around to releasing mod tools?
JayJapanB said...
Peeps, MalDo has clearly shown that highly tessellated objects don't have a significant performance impact. If you are having trouble with performance on amd(nearly wrote ati :3) cards lower your tessellation multiplier in CCC. Remember that tessellation cannot be compared with normal dense geometry. Although there are thousands of "pointlessly" used polygons, they are a byproduct of an efficient 'tessellating' algorithm used on a per-object scale. ie: To tessellate the barricade to the detail of the clips/handles on top the whole barricade has a tessellation algorithm effect applied to it to achieve that. When people see lots of triangles they seem to immediately thing "massive performance hit" even though the particle shadows are probably the thing chewing your fps.
13 September 2011 08:15
JayJapanB said...
Another interesting test is to go into the editor and mess around with wire frame and turning tessellation on and off. The amount of tessellated objects is quite intense, especially in the later levels. My performance hit was quite comparable to maldo's (using gtx 460 sli) which makes me think that although Crytek maybe careless at times with their placement of tessellation, their optimisation of it must be immense (they just had to balls up the textures).
13 September 2011 08:27
MaLDo said...
@JayJapanB, thank you for providing some common sense.
Anyway, as I can't test mod in AMD gpus, I'm working blindly in specific reduced tesselation for those who want to use it.
Thanks for the great confidence, but I do not develop games by day. I have no relation at all with the gaming industry. This is the first time I do something about that. First textures in my life, the first time I do displacement maps and the first time I fix level problems.