@Dictator mind linking me the full thread please? Twitter seems broken for me.
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@Dictator mind linking me the full thread please? Twitter seems broken for me.
I wonder why?@Pete Still see that pop up on this forum time to time.
(Video shows insane over use of tessellation in Crysis 2)
The ocean I'm not arguing, more the concrete barrier and such.
Easy enough to check if you have a period correct ATI graphics card. The drivers have settings to adjust the maximum tessellation level, and it defaults with a certain level of optimization. Turing off and on those optimizations and benchmarking should solve the mystery.The ocean I'm not arguing, more the concrete barrier and such.
Yup it did, back when I was playing/benching Crysis 2. That's why the comment jumped out at me.Easy enough to check if you have a period correct ATI graphics card. The drivers have settings to adjust the maximum tessellation level, and it defaults with a certain level of optimization. Turing off and on those optimizations and benchmarking should solve the mystery.
There's still plenty of misconceptions about DX11 tessellation online. What these videos didn't show was how the tessellation factor goes up and down with distance from the viewport. Showing them in transparent wireframe mode also didn't help since each vertex is represented by a pixel.I wonder why?
(Video shows insane over use of tessellation in Crysis 2)
Every time a new technology is introduced it gets overly used and misused, normal maps, bloom on everything during x360 days, tessellation on pc back in the days raytraced puddles nowadays.. i guess its fancy stuff depending on the time, but im afraid people are starting to feel the same for ue5 unless a really good looking game with good performance comes out and wows people.My memory of the Crysis 2 tessellation drama is unreliable at this point. I think I remember many claims that the tessellation of many objects didn't have any actual benefit to the visuals. The concrete barrier being a good example because why would you tessellate that into so many vertices.
may that discussion be blessed. I had the X360 version of Crysis 2 at the time 'cos my laptop wasn't powerful enough to run the game decently, and I think we didn't "know" what tessellation was at the time nor what Global Illumination "was", 'cos both features were absent. After watching the Digital Foundry video -and article- on Crysis 2 the PC version, I wanted so much to see GI on the X360 version that my brain wanted to believe that GI was active. it was huge at the time, at least for me. Alas, GI was never present in the X360 version....My memory of the Crysis 2 tessellation drama is unreliable at this point. I think I remember many claims that the tessellation of many objects didn't have any actual benefit to the visuals. The concrete barrier being a good example because why would you tessellate that into so many vertices.
Ive noticed that but i stopped caring im starting to think japanese developers dont care much about graphics.. just like bethesda its already apparent that japanese devs focus on the gameplay, story and fun, graphics tech or performance come last... their games haven't changed much since ps2 days its the same principles just look at nintendo, they see no incentive to push graphics like western developers simply because people love and buy their games, its dejavu nowOne of the problems with From Soft's latest iteration of their inhouse engine is the lacking of the local light shadows, which leads to an insane amount of light leaking, especially for a hard-surface mech game. It's already kinda visually annoying in the indoor area in Elden Ring, but even more weird in AC6 when all the light sources from thrusters simply penetrate surfaces without any kind of shadow. I know it may come with a performance hit, but only rendering the player mech into the local light shadowmap alone can greatly improves the visual.
No level of graphical sheen can make a game with uninteresting gameplay worthy of playing for me. And I consider myself really fortunate that when I look at a game that does not employ cutting edge graphical technologies, I don't the flaws, I just see a great game.Ive noticed that but i stopped caring im starting to think japanese developers dont care much about graphics.. just like bethesda its already apparent that japanese devs focus on the gameplay, story and fun, graphics tech or performance come last... their games haven't changed much since ps2 days its the same principles just look at nintendo, they see no incentive to push graphics like western developers simply because people love and buy their games, its dejavu now
Did you actually test back then with console cvars at all though to see if they *really did not like the tessellation* or rather if they really did not like any of the other much more expensive things like SSDO, full res Motion blur, sprite based DOF, SSR etc.I had HD5000 series in crossfire at the time and they really didn't like the tessellation.
Yeah people online obsess about graphics, performance and pixel counts but in reality majority of gamers dont care some of my friends dont even know what fps is and thats the majority of gamers, i for one love the best of both worlds great graphics and gameplay if possible. I think were approaching an age where no excuse for compromise is allowed because the hardware and tools are simply there, but japan will always be japanNo level of graphical sheen can make a game with uninteresting gameplay worthy of playing for me. And I consider myself really fortunate that when I look at a game that does employ cutting edge graphical technologies, I don't the flaws, I just see a great game.
I see so many posts in this thread of people obsessing over minor graphical issues that I genuinely feel sorry they they can't get past those to enjoy the game itself. If you want great graphics, go outside. The graphics outside are amazing!!! The tessellation of the grass effects outside is very realistic, as is the realtime RT, and the time of day/night cycle! Pop-in in minimal.