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Crysis 2 | MAXIMUM THREAD

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Old 03-29-2011, 01:21 PM   #196
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The funny thing is that nVidia sponsored the game at a rumored $2M, and SLI support was totally borked along with CFX support at launch. ATI just released a new driver today that finally fixes CFX support with Crysis 2, and i'm not sure whether nVidia has addressed that yet or not. I think it is safe to say the Jen Hsun Huang is probably not happy at the fact that Crytek shot down the DX11 rumors especially after they spent so much money to sponsor this game.

At least when Metro 2033 released as a TWIMTBP game, it had solid SLI support and even decent CFX support on day one.

With the DX11 rumors shot down, I guess I will be buying this next weekend on Steam......
I'm sure JHH has other more pressing manners to address than Crysis 2 haha. All my joking around, the GTX 590 issue is more of a black eye that needs to be fixed before the Crysis 2 issue.

But I do understand, it seems lately TWIMTBP is a shell of it's former self. Does this game even bring any Nvidia exclusive features? I still got a GTX 460 next to my HD 5870 waiting for some PhysX to crunch on.

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Rail- IMO the game looks great and feels right - bugs and all. It certainly isn't perfect but it is solid and man is it pretty. Give us your impressions after you fire it up for a while.
The major complaint with the PC community is the constant backward steps legendary PC developers have taken. Console coding is just so much easier/cheaper it is in every current dev's best interest to milk those saps than trying to cater to the PC community. The PC community is more fickle and savvy than the console community, we won't buy DLC content at outrages prices and often take care of our own with UCC.

The lack of progressive technology in the game is most likely the major source for the negative attention from the PC community. It seems to be backward from Crysis 1. the game in terms of shooters was a mediocre PoS, but the community loved it for its technology and pushing the boundaries. Now Crysis 2 seems to be a great shooter but lacks any new technology so its just another cookie cutter shooter.

My download is done
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Old 03-29-2011, 01:21 PM   #197
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me?

I'm honestly speechless.

I have nothing to say.

Nada.

zip.

zilch.

But you just said all that^

It was never meant for DX11. I don't think you understand what DirectX increments really do. They have no bearing on image quality or advancements in tech. They just add pre canned tools. There isn't anything you can do in DX11 that you can't do in DX9. You just have to do it in a round a bout way.
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Old 03-29-2011, 01:22 PM   #198
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I don't think it's quite as bad as bob, but i do agree with some of his assessment of it. Glad i didn't blow 60 dollars on it(i feel bad for my friend who bought 2 limited edition copies of it though.)

And this whole ordeal helping out TwoplusTwo, just aggravated me even further, i'm glad we finally got it working for him though, I hope he really enjoys the game lol
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Old 03-29-2011, 01:24 PM   #199
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With all of this going on, Jen Hsun Huang is probably a very angry man. When he paid $2M to sponsor this game, i'm sure he thought he was going to get his money's worth. All he got was a game that only performed slightly better on nVidia hardware, and ATI probably negated that as this latest update adds CFX support along with enhanced single card performance with the 6000 series cards.

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Originally Posted by railven View Post
I'm sure JHH has other more pressing manners to address than Crysis 2 haha. All my joking around, the GTX 590 issue is more of a black eye that needs to be fixed before the Crysis 2 issue.

But I do understand, it seems lately TWIMTBP is a shell of it's former self. Does this game even bring any Nvidia exclusive features? I still got a GTX 460 next to my HD 5870 waiting for some PhysX to crunch on.



The major complaint with the PC community is the constant backward steps legendary PC developers have taken. Console coding is just so much easier/cheaper it is in every current dev's best interest to milk those saps than trying to cater to the PC community. The PC community is more fickle and savvy than the console community, we won't buy DLC content at outrages prices and often take care of our own with UCC.

The lack of progressive technology in the game is most likely the major source for the negative attention from the PC community. It seems to be backward from Crysis 1. the game in terms of shooters was a mediocre PoS, but the community loved it for its technology and pushing the boundaries. Now Crysis 2 seems to be a great shooter but lacks any new technology so its just another cookie cutter shooter.

My download is done
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Old 03-29-2011, 01:24 PM   #200
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But you just said all that^

It was never meant for DX11. I don't think you understand what DirectX increments really do. They have no bearing on image quality or advancements in tech. They just add pre canned tools. There isn't anything you can do in DX11 that you can't do in DX9. You just have to do it in a round a bout way.
This is false. Very false. Glad to see Kams doesn't change. Provoke and he'll through ethnic slurs at you too
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Old 03-29-2011, 01:25 PM   #201
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But you just said all that^

It was never meant for DX11. I don't think you understand what DirectX increments really do. They have no bearing on image quality or advancements in tech. They just add pre canned tools. There isn't anything you can do in DX11 that you can't do in DX9. You just have to do it in a round a bout way.
which is more inefficient.
http://www.overclock.net/ati/597046-...vs-dx-9-a.html
pictures are worth a thread of bickering haha.
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Old 03-29-2011, 01:25 PM   #202
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Rail, your opinion on Crysis 1's gameplay.....

If opinions could be factually wrong, that would be one.
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Old 03-29-2011, 01:28 PM   #203
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I don't think it's quite as bad as bob, but i do agree with some of his assessment of it. Glad i didn't blow 60 dollars on it(i feel bad for my friend who bought 2 limited edition copies of it though.)

And this whole ordeal helping out TwoplusTwo, just aggravated me even further, i'm glad we finally got it working for him though, I hope he really enjoys the game lol
That is the important thing, as we stick together and help each other out. I'm so glad you two were able to get our friend gaming, as that is what us gamers care about at the end of the day.

Oh well, i'm gone as i'm spending too much time on this forum when I should be doing something productive. Damn the internet, as all gains in productivity are negated by the fact that all sorts of distractions are just a keystroke away
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Old 03-29-2011, 01:30 PM   #204
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This is false. Very false. Glad to see Kams doesn't change. Provoke and he'll through ethnic slurs at you too
Sounds like another guy who early adopted a DX11 card.

Name me ONE feature of DX11 that cannot be emulated in DX9.
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Old 03-29-2011, 01:35 PM   #205
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Sounds like another guy who early adopted a DX11 card.

Name me ONE feature of DX11 that cannot be emulated in DX9.
Same ol same. I'll stay saner by not trying to teach you stuff. Just keep believing that your DX9 card can do DX10/DX10.1 and DX11.
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Old 03-29-2011, 01:44 PM   #206
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Same ol same. I'll stay saner by not trying to teach you stuff. Just keep believing that your DX9 card can do DX10/DX10.1 and DX11.
See? Nada. All the tools do is make certain things more streamlined for developers.

Take tessellation for example. You guys have all seen texture pop in before right? Well tessellation is a way to optimize pop in so it's not noticeable without killing your GPU. So, basically it's a tool to optimize LOD (level of detail = the data used to say when a texture "pops in").

With DX11 tessellation, the developer doesn't have to worry about writing a custom API to make their LOD unnoticeable. It's built in. Same with DX11 motion blur and DOF. They are tools to make high quality motion blur and DOF much less taxing on hardware. This is very useful for a developer with time and monetary constraints.

But, there's nothing stopping a developer from writing their own texture LOD api to make pop in smoother or less obvious. Of course, this takes time, talent and more time. Not to mention it might make the game much more taxing on a GPU if the developer didn't optimize their custom api correctly.


If there is any more doubt, there are good screenshots of Metro 2033 DX10 vs 360. The 360 version has elements from the DX11 codepath that aren't found in the DX10 version of Metro. Does this mean that Xbox 360 has DX11 api's? No. It just means 4A emulated them on the console version (the hard way) and used stock DX11 api's on the PC version.


Given the time and resources, every effect in Metro 2033 DX11 can be done in DX9 or even Open GL. Same for any other DX11 game.

Crytek just skipped the pre made tools and wrote the entire renderer from scratch.
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Old 03-29-2011, 01:57 PM   #207
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Are there any mainstream AAA titles that use open GL as opposed to Direct X or has direct X taken over.

OT: Damn I miss Glide and the 3DFX optimization of old.
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Old 03-29-2011, 02:01 PM   #208
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Are there any mainstream AAA titles that use open GL as opposed to Direct X or has direct X taken over.

OT: Damn I miss Glide and the 3DFX optimization of old.
A few. It's becoming less and less used. IIRC, the Riddick game use OpenGL, Quake 4, early CODs, and a few others. The hardest thing about it is driver support, since the standard isn't really set in stone like DX. Even Carmack says that DX is the better route now.
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Old 03-29-2011, 02:01 PM   #209
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See? Nada. All the tools do is make certain things more streamlined for developers.

Take tessellation for example. You guys have all seen texture pop in before right? Well tessellation is a way to optimize pop in so it's not noticeable without killing your GPU. So, basically it's a tool to optimize LOD (level of detail = the data used to say when a texture "pops in").

With DX11 tessellation, the developer doesn't have to worry about writing a custom API to make their LOD unnoticeable. It's built in. Same with DX11 motion blur and DOF. They are tools to make high quality motion blur and DOF much less taxing on hardware. This is very useful for a developer with time and monetary constraints.

But, there's nothing stopping a developer from writing their own texture LOD api to make pop in smoother or less obvious. Of course, this takes time, talent and more time. Not to mention it might make the game much more taxing on a GPU if the developer didn't optimize their custom api correctly.


If there is any more doubt, there are good screenshots of Metro 2033 DX10 vs 360. The 360 version has elements from the DX11 codepath that aren't found in the DX10 version of Metro. Does this mean that Xbox 360 has DX11 api's? No. It just means 4A emulated them on the console version (the hard way) and used stock DX11 api's on the PC version.


Given the time and resources, every effect in Metro 2033 DX11 can be done in DX9 or even Open GL. Same for any other DX11 game.

Crytek just skipped the pre made tools and wrote the entire renderer from scratch.
So then you support AMD's Huddy who believes we should return to machine level code and forgo the APIs?

So you are an ATI fanboy after all! Woots woots!

Let me summarize what you are saying:

Open GL != DX, once you use one or the other, you are no longer using one or the other

Once you start writing sub-code to run along side your DX9 API tool set, guess what you aren't running DX9 anymore. Holy fuck!

Sure, I can take a Civic, strap an Enzo engine in it after having some mastermind engineers craft the connecting parts, but by god no one will let me call it a Civic anymore nor let me race it against Civics! That's bullshit!

So, like Kamspy just explained to all of us, DX9 can never run DX10 or DX11 code nor will it ever emulate their features. You can write support code to run along side DX9 to add those features, but by golly it isn't DX9.

Here is your example, frankly I figured you'd use this but I guess not that would require you knowing this stuff, Just Cause 2. It artifically added in DoF (the Haus Gay filter I told Rambo to turn off) and Tessellation in the water (the water effect) through its CUDA coding path. Gee willickers if kamspy was right it would run on all DX9 capable hardware - nope, it isn't DX9 after all. Damn, I thought he was right for once.

Oh well, guess I'm not any saner. I took the bait. Fuck me!a
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Old 03-29-2011, 02:11 PM   #210
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My point is that Crysis 2 wouldn't look 1% better if they used DX11. A carpenters tools do not have complete influence over how the house looks. They can only make his job easier.

If anything, it would have been easier for Crytek to write a PC version in DX11 only. It would allow them to use stock tessellation, stock DOF, stock motion blur etc. But they had to go the hard route since it was being developed for 360 and PS3, which don't have DX11 tools.

Do you think that Aliens vs Predator looks better than Crysis 2?
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