Oscuro's Crysis Overhaul?
No i never said that, you assumed i did, and i had some fun poking your head, it have been a great fun indeed, expecially seeing you and Obakan trying to coinvince me that those screens are not v.high when they are indeed as stated by him in another forum
Lol Obakan dont make my jaw dislocate! But I think it is enough otherwise this thread will end up "dirty"!
By the way ayone got the r_TexMaxAnisotropy= to work in the game? I know that it worked for the beta mp demo but final and sp demo it dont. Maybe a combination of things or disable something to make it work?
Those screens are way too vivid for my liking. I like the original, more realistic tone more. It's not supposed to be some far away fantasyland after all.
And before anyone asks, they were taken at 2000 x 1500 with the game's hi-res screenshot generator with High settings.
mjp,
are those artifacts?
Regarding using anisotropic in the game I just found out htat it doesnt work if parallax occlusion mapping is enabled. To use anisotropic you have to write either in the console or in the system.cfg file r_UsePom=1 to disable it. Now anisotropic will work!
And reagarding the amounts of shadows in this game.... ridicolous incredible. I have never seen a game pull this many shadows and the next best isnt even close in any way (STALKER?).
Just type r_shadows 0 in the console ingame and see how everything that makes something darker is shadows. I thought it was shading for such large dark areas but it was all shadows...w00t just incredibly amazing!
Yeah, it took me a long time to figure that out. Recently I've been playing with POM off and Aniso set at 8x through the control panel. It's unfortunate, since their use of POM is very good and it doesn't seem to affect my performance much.
And I agree, the pure amount of shadows is quite impressive. In most places the resoultion is very high too. The only place I noticed a problem was later on in the mine shaft, where it seemed like they were using low-res (512 x 512?) shadowmaps for the point light sources.
Yeah it is a pity gave some real nice depth to the terrain and other stuff. But anisotropic filtering just adds more to the graphics.
Have not yet reached that level but all or msot shadows should be 1024*1024 at high. One can change it though to have higher (have not tested yet) with e_shadows_max_texture_size=X and set it to 2048 or 4096 (4096 may make the game unplayable) and that may up the lower res ones to like in the cave!
Regarding using anisotropic in the game I just found out htat it doesnt work if parallax occlusion mapping is enabled. To use anisotropic you have to write either in the console or in the system.cfg file r_UsePom=1 to disable it. Now anisotropic will work!
are those artifacts?