Madshrimps Forum Madness

Madshrimps Forum Madness (https://www.madshrimps.be/vbulletin/)
-   WebNews (https://www.madshrimps.be/vbulletin/f22/)
-   -   Crysis mod allows for better IQ at better FPS! (https://www.madshrimps.be/vbulletin/f22/crysis-mod-allows-better-iq-better-fps-45384/)

jmke 30th June 2008 22:34

Crysis mod allows for better IQ at better FPS!
 
-Allows the user to select DX9.0 or DX10 Configuration files;
-Allows the user to select a Configuration file according to they computer's performance;
-Allows user to revert the installation completely;
-Injects UltimaRage's Time of Day modification, if selected;
-Can create a backup zip file of the /levels folder.

http://www.incrysis.com/forums/viewt...p?id=18999&p=1

Our own testing: http://www.madshrimps.be/gotoartik.php?articID=850

phlegm 2nd July 2008 06:21

Reinstalled Crysis tonight to give it a shot. It does improve performance noticeably but at the cost of shadow quality and pop-in. In addition to the usual distance-based shadow mapping, the shadows abut 40ft out now only update once every few frames so you get a weird, dancing, low-res shadow thing going on. Unless you play the game staring at the ground directly in front of you it actually looks a bit worse. The alien ship level will probably look the same and perform a lot better though.

jmke 2nd July 2008 06:34

make sure to change this in the custom config to reduce any flicker

r_TexAtlasSize = 1024

phlegm 2nd July 2008 08:45

Tried it and still getting the shadow pop-in and the low update rate on distant shadow maps. I need to just compare this config with the default and see if I can find a a happy medium that doesn't move in the low detail planes in so much while still runs well.

Edit: Figured out the pop-in problem. It's combination of the low LOD and the fact they turned off HQ shadowing on the objects behind the high-LOD plane. So either you have to pay the polygon piper and turn the LOD back up to normal or set it to do HQ shadow maps on everything and get hurt there. Bummer. And the SSAO looked damn good on nearby objects.

jmke 2nd July 2008 16:44

SSAO? You've lost me there:)

edit:

Quote:

"If you're not familiar with this term, it's an effect that uses soft shadows to add extra depth. Enclosed spaces naturally receive less light than open spaces and look darker – that helps us to see how close objects are to each other."
aha!




1) You can tell how close the building overhang and lamp post are to each other, because they cast AO on each other but not the brick wall which is further away.
2) The plant growing out of the old tire becomes more substantial.
3) The fan is clearly deep inside the box because it’s darker. The corrugated wall has real depth.
4) Even objects far away gain a level of depth...the ladder is clearly close to the water tower.
5) A wall that looks flat but isn’t gains depth as dark corners become apparent.
6) Even the grass looks like it’s got substance and depth as it darkens the ground."

src: http://www.criteriongames.com/article.php?artID=258


All times are GMT +1. The time now is 15:24.

Powered by vBulletin® - Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO