Moi?
Haha no not you unless you have an alter ego with fetish for Sony/PS!
Moi?
???? How could you think CE2 was optimized? It's been proven the engine is way too draw call heavy, amongst other things...
How do optimize effects that have never been done or seen in a game before?
I wouldn't call uber shader a particularly great use of resources. There's a reason why they moved away from having that explosion of shader combinations to a deferred setup.You think of all the things that are being calculated at any given time and I think it's very optimized, CryEngine 2 is doing and rendering many many more shaders and effects then pretty much any other game there is.
And you don't think the streaming system was really crap and unoptimized? Or the shadow rendering or the old SSAO? Give me a break. You folks are being ridiculous.
Infact Valve actually improved the bump maps in the HL2 version on the xbox iirc....Does that make the PC versions any less optimized?
Yeah, putting words into my mouth. How ingenious.And I've seen the game on consoles so don't even go there with the whole 'Crysis working on consoles shows how un-optimized CryEngine 2 is'
Right and now they've got a newer method which both looks better and runs faster. Calling the initial implementation "optimized" is a gross perversion of vocabulary here.That old SSAO wasn't old at the time,
Deferred shadowing, forward lighting with uber shaders. It's horribly inefficient lighting.And iirc Cryengine 2 is a Deffered/Forward renderer hybrid.
Neb said:Nah from Youtube it looks better or atleast equal to v.h +TODs. Damn impressive and seems smooth? I guess I have to eat crow for thinking CE2 was fairly optimised, more like bruteforce.
almighty said:How do optimize effects that have never been done or seen in a game before?
bigtabs said:Obviously it has the drawbacks of being largely DX9 technology, and the first to implement a bunch of techniques that have enjoyed years of improvement and optimisation.
Take a fresh look and compare the visuals, interactivity, scope and performance to todays games on todays hardware. It wouldn't look out of place being released today, never mind 4 years ago. Obviously benefitting from 4 years of extra time optimising.
"We learned a lot with the consoles, especially how to make smarter and efficient usage of scarce rendering resources. In Crysis 1 times, our attitude was, 'oh what the heck, what's one more additional full resolution FP16 target or a couple of full-screen passes, let's just add it.' You can't take such a naive approach for consoles," Sousa says, harking back to the 'open spec' he had to play with on the previous PC-only Crysis titles.
- Xzero (ex modder, now works at Crytek)You'd be amazed by how bad C1 is in terms of optimizations. You'd also be amazed by how much merging shaders can help speed up the engine. CE2 was a huge waste of resources, it really was. Just.... trust me on that.
Exactly... Optimization is about iterating and finding better ways of utilizing the hardware. If there weren't any improvement possible in the first iteration, then yes, maybe you do have a case for calling CryEngine 2 "optimized", but as it stands you're just getting all defensive without any logic whatsoever applied to the definition of the word.Sure there are always improvements that can be made.
Again, irrelevent to the definition of "optimized". Calling CryEngine 2 optimized against a future iteration is just silly.If it wasn't the best that could have been done at that time, prove it... who was doing anything better?
Oh don't be so bloody melodramatic. Grow up.I suppose some people would have preferred medium settings to be called maximum and stripped out some of the forward looking stuff.
I think you're misunderstanding what optimsiation is. Optimisation is making the best use of your resources, and not necessarily doing most new-and-exciting things. A well optimised PS1 game can't do any of the modern technqiues, but it's still well optimsied because it's making great use of what the hardware is capable of. Crysis wasn't well optimised because the harwdare was underutilised relative to what it was possible of achieving. By all means make the claim that CryTek were focussing more on techniques and pushing game tech forwards than they were concerned with getting the best use of the hardware, but don't confuse the two. the fact that CryTek have been able to revisit their code and tune it much better to run on less capable hardware proves that it was not well optimised. If it had have been well optimised, the hardware running the game would have been maxxed out and lesser hardware wouldn't have been able to achieve the same results!Our point is that at the time it was clearly the best that could be done, at least nobody else was doing anything that came close to it for the level of fidelity at that performance. Nothing else came close to it in looks/sounds/interactivity for a long long long time, and today it performs pretty well and holds up well visually against the best looking games. Of course it's not well optimized when looking at it from years in the future.
Your point was that Crytek should get a free pass to release sloppy code because they were doing stuff that hasn't been done before.