Crytek's Crysis 2 DX11 - Y u tessellate this?

preview_player
Показать описание
As you can see some objects are so heavily tessellated but the amount of detail you NOTICE IN GAME is pretty much ZERO. Especially those alien-shields and the big chunks of stone and rubble. You barely see them up so close at ALL... So what is the reason for the heavy tessellation? The alien tentacles are tessellated but still they are EDGY on some points, like that big hose/tube in the middle of them - it has EDGES, so why the thousands of polygons for gods sake?

Crytek should have chosen a better distance and a MUCH MUCH LOWER tessellation factor. Looking at HEAVEN Benchmark a proper road with bricks can be acchieved easily with 8x Tessellation. On many OTHER objects some POM would have done MUCH better than fucking tessellation, like the white wall inside the one room with the light. POM would have done better performance-wise. But nooo, we gotta kill the performance with DX11... Fucks sake crytek....

MUCH MORE IMPORTANT STUFF like characters and plants are not tessellated at all. Tessellation in Crysis 2 is a good idea but it is being used not really to show how pretty a game can look with more detail but to fuck up the performance for ATI users. I cant find another explanation for some objects being tessellated as heavy as that.

Screw fucking NVIDIA, screw fucking Crytek's lies about developing for the people. The SDKs are a good way to recruit people and maybe find a better way to do something. If people end up selling their stuff Crytek gets paid for the license.

God damn fucking stone-cold-hearted moneymakers... :(
Рекомендации по теме
Комментарии
Автор

Ah yes, let's give a plank of wood 12M polygons.

SWwNecie
Автор

Wait... That many polygons on wooden boards? They're rectangles. You need like 8 polygons to make them look good. Wow.

jjwarner
Автор

you forgot about the under map sea of tess

Folsomdsf
Автор

they use tessellation on floor, even real life don't support that, GOD JOB CRYTEK !

nikolygtx
Автор

This is how NoVideo plans on fighting Polaris instead of making better cards.

Wolfang
Автор

I personally love high polygon counts, but when your textures can't even keep up with your tessellation the game looks just looks ugly.

DSRT
Автор

did you want some tesellation with those fries?

Gunshot
Автор

The Primitive Discard Accelerator on my RX480 gets a real workout with this game!

Wasmachineman
Автор

What the fuck that has more polygons that there are particles of oxygen in real life.

daesplays
Автор

I used to Design Levels for Quake 1 and Quake 2 and Q3, and Low Polygons was important and keeping r_speeds low, I would like to see Tessellation in a Mod for Quake 2 one day where I could do these type of things and user higher polygons, but smarter use of them. Anyways the r_speeds was important to keeping the game run smooth, and to see something like this is Horrifying... what a waist of Polygons, I sure hope other games devs do not waist the Power of Tessellation like this Games Devs did.

CaptianTGA
Автор

@sermerlin1 problem is that because even SIMPLE objects are tessellated with ridiculous factors which are completely unneeded the game performance drops too far down. proper thinking and planning would have ended in more visible details and better performance.

The-Vay-AADS
Автор

It's funny really, tessellation is so cheap that they didn't bother to make it work properly, you can change these settings if you look hard enough for the convars...

LegendUK
Автор

incredible , now i understand why some of my games lag so much while details and overall graphic aspect looks worst than other that run smooth

segmab
Автор

@ShotaCanvas they simply did not use "optimized models for tesselation". they used the normal models and that obviously creates a TON of polygons when tesselated.

i read somewhere that for proper tesselation you wanna use pretty much low-poly models (like distant LOD models look like) and then the tesselation does its job best.

The-Vay-AADS
Автор

@Dilapodated also, look at the wood pieces covering the door... this does NOT need tessellation at all... at least not in the amount we see there, it is FAR beyond x64

The-Vay-AADS
Автор

lmao this bullshit keeps both amd nvidia cards from performing well.

Andytlp
Автор

It's weird how they have fancy names for something as simple as, "make rocks not just a flat drawing."

Selrisitai
Автор

@Dilapodated i am not hating tessellation. i am hating OVERtessellation which is USELESS looking at "performance/more visible details" - data. just look at this video, even plane surfaces like the alien shield are tessellated, for what reason? to get those tiny little details in there? the model could have been splitted in 2 parts. the plane parts and the parts which requre tessellation, effect/performance ratio would have been impressive.

The-Vay-AADS
Автор

I love Tessellation, and I just love the amount of detail that went into those Barricades in the first level,

XDXD

AdayDren
Автор

ff14 had a pot which contains 150 texture streamlines (i don't exactly remember what it is called), that polygon nightmare is also notorious

chanceForNotBeingRapper