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Old 03-Mar-2010, 05:35   #76
swaaye
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Those Batman results sure make the game appear to be completely fudged for CPU Physx. Yikes.

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Old 03-Mar-2010, 06:08   #77
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well physx itself is fudged on the cpu
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Old 03-Mar-2010, 13:09   #78
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I think those two effects use CUDA.
Correct.
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Old 03-Mar-2010, 13:37   #79
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Well I guess I'll wait until reviews are out and those effects are benchmarked and scrutinized. I assume none of the videos released so far show those effects.

This looks like a game I might actually want to get a xbox controller for from what I've seen so far. Any comments from Humus regarding ease of mouse/keyboard controls for this?
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Old 03-Mar-2010, 19:28   #80
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Well I guess I'll wait until reviews are out and those effects are benchmarked and scrutinized. I assume none of the videos released so far show those effects.
http://kotaku.com/5484795/just-cause...oves-on-nvidia

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This looks like a game I might actually want to get a xbox controller for from what I've seen so far. Any comments from Humus regarding ease of mouse/keyboard controls for this?
I will probably play on my 360 controller, because that's what I'm used to from work, but I think you'll be fine with mouse/keyboard too. We've tried to balance stuff so that the experience will be comparable, especially considering the much greater accuracy of playing with the mouse.
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Old 03-Mar-2010, 21:42   #81
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Wow utterly impressive water, DOF, detail... and everything else. PC version sure looks mighty!
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Old 03-Mar-2010, 22:48   #82
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Wow utterly impressive water, DOF, detail... and everything else. PC version sure looks mighty!
Meh, just makes the water hitting the shore more broken and jarring. When are devs going to learn, that the shore water interaction is important and that until they fix that, there is little point in trying to make the water itself more realistic.
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Old 04-Mar-2010, 00:12   #83
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Nah that is ignorant as the shores is but only a small part and besides it looks alright. I mean would you then rather have flat water with 'fake' 2D shore wave textures rolling in instead?
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Old 04-Mar-2010, 00:23   #84
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Nah that is ignorant as the shores is but only a small part and besides it looks alright. I mean would you then rather have flat water with 'fake' 2D shore wave textures rolling in instead?
doesn't matter what they have if the interaction with the shore makes it scream fake. It the little things that matter more for immersion than the big things sometimes.
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Old 04-Mar-2010, 07:02   #85
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I can't wait to see hackers make the Nvidia only effects run nicely on ATi cards, assuming they are not PhysX based (water). As for the ocean simulation, the big problem with shore interaction is a realistic wave system that actually is parallel to the shore line, washing up on it realistically and waves realistically combine in large water channels where wind takes more control of the wave action.
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Old 04-Mar-2010, 07:19   #86
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Crysis had FFT generated ocean waves and rather nice textured shore interaction, all without the need to use some closed compute API.
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Old 04-Mar-2010, 07:42   #87
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Please tell me AA works Humus!
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Old 04-Mar-2010, 09:53   #88
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Of course it does.
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Old 04-Mar-2010, 13:33   #89
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doesn't matter what they have if the interaction with the shore makes it scream fake. It the little things that matter more for immersion than the big things sometimes.
What screams fake for me is 2D water with 2D texture shore waves for ocean rendering... anyway lets agree to disagree.
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Old 04-Mar-2010, 13:35   #90
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I can't wait to see hackers make the Nvidia only effects run nicely on ATi cards, assuming they are not PhysX based (water).
It uses CUDA so I doubt it.

That is gorgeous Humus, a real pity it unfortunately uses a proprietary system but understandable without something else that is as mature and supported yet?
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Old 04-Mar-2010, 13:46   #91
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Of course it does.
You're a good man Humus!

Don't say it like it is so obvious, you know how many games ship that don't work with AA lately?

Looks like it's time to pop a physX card in again...
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Old 04-Mar-2010, 19:24   #92
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Trying the demo for a few minutes already, and I'm wondering if this is a representation of the final code for the game?
Graphics wise, the first thing to draw my attention was the somehow overblown AO effect, as if the kernel size is too large or something?! Played at maxed out settings, with 4xAA and 1680*1050 -- it's all smooth riding on HD5870.
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Old 04-Mar-2010, 20:37   #93
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The demo freezes really quick on me. First time it took about a minute, second time about 30 seconds, and just now it froze on the loading screen. The audio keeps playing, but otherwise the game is completely unresponsive.

FWIW the minute and a half I got looked delicious.
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Old 04-Mar-2010, 20:57   #94
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Look on the bright side
imagine the hours of fun you can have holding Humus personally responsible for every single problem you encounter
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Old 04-Mar-2010, 21:00   #95
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Wait, the PC demo is out?!? WHERE?!?

EDITED BITS: On Steam Diggy, chillax a bit and check before freaking please.
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Old 04-Mar-2010, 21:19   #96
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Going to download the demo from Steam when I get home. I'll give you guys the lowdown on low-end performance.
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Old 04-Mar-2010, 21:43   #97
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Originally Posted by Davros View Post
Look on the bright side
imagine the hours of fun you can have holding Humus personally responsible for every single problem you encounter
Nah it's probably my comp. I haven't been taking care of her like I should.

Blaming Humus will be my last resort

Edit: I am happy to report that after disabling the CUDA effects my game is rock solid stable. Performance went way up too...

Last edited by homerdog; 04-Mar-2010 at 21:52.
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Old 04-Mar-2010, 21:49   #98
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Played a few minutes of the demo and man it's a looker - especially some of the vistas. I'm not without complaints though. First off not all the textures are up to par. Also while the shadow tech rocks, all of the shadows show a dithering effect where softened and some are a bit low res looking. Then there's the AO which looks too wide under the characters feet (looks great besides that though). Oh and the destroyed trees disappeared too fast.

And maybe my expectations were too high but the performance isn't as good as I thought it would be. I only averaged 35fps and several times it dropped down to as low as 22fps. Being a huge open world game maybe this is one of those games that needs a quad core.

Overall it looked great though and it was pretty fun in an arcade like way.
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Old 04-Mar-2010, 21:58   #99
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Quote:
Originally Posted by digitalwanderer View Post
You're a good man Humus!

Don't say it like it is so obvious, you know how many games ship that don't work with AA lately?

Looks like it's time to pop a physX card in again...
Releasing a game in 2010 without AA is a completely foreign concept to me. If the technique you're using makes it impossible to use AA then you're using the wrong techniques. As simple as that. Releasing a PC game without AA options is OK only if that means you can only have it enabled, not disabled. In fact, I think in the future some games might go this route. Especially considering on the consoles you can't turn off AA anyway.

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Originally Posted by fellix View Post
Trying the demo for a few minutes already, and I'm wondering if this is a representation of the final code for the game?
Graphics wise, the first thing to draw my attention was the somehow overblown AO effect, as if the kernel size is too large or something?! Played at maxed out settings, with 4xAA and 1680*1050 -- it's all smooth riding on HD5870.
I originally implemented an SSAO effect that was much more subtle (and also a lot faster), but it was later replaced by HBAO. However, if you want to play around with the other implementation you can just slap /hbao=0 onto the commandline.

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The demo freezes really quick on me. First time it took about a minute, second time about 30 seconds, and just now it froze on the loading screen. The audio keeps playing, but otherwise the game is completely unresponsive.

FWIW the minute and a half I got looked delicious.
System specs? Also, it's very important that you have the latest drivers, regardless of IHV.

The good news is that Steam has an excellent crash reporting system, so it'll be much easier for us to locate and fix bugs than in the past, meaning that we could probably fix most problems before the release of the full game.
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Old 04-Mar-2010, 22:02   #100
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Quote:
Originally Posted by Humus View Post
Releasing a game in 2010 without AA is a completely foreign concept to me. If the technique you're using makes it impossible to use AA then you're using the wrong techniques. As simple as that. Releasing a PC game without AA options is OK only if that means you can only have it enabled, not disabled. In fact, I think in the future some games might go this route. Especially considering on the consoles you can't turn off AA anyway.
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