As you can see some objects are so heavily tessellated but the amount of detail you NOTICE IN GAME is pretty much ZERO. Especially those alien-shields and the big chunks of stone and rubble. You barely see them up so close at ALL... So what is the reason for the heavy tessellation? The alien tentacles are tessellated but still they are EDGY on some points, like that big hose/tube in the middle of them - it has EDGES, so why the thousands of polygons for gods sake?
Crytek should have chosen a better distance and a MUCH MUCH LOWER tessellation factor. Looking at HEAVEN Benchmark a proper road with bricks can be acchieved easily with 8x Tessellation. On many OTHER objects some POM would have done MUCH better than fucking tessellation, like the white wall inside the one room with the light. POM would have done better performance-wise. But nooo, we gotta kill the performance with DX11... Fucks sake crytek....
MUCH MORE IMPORTANT STUFF like characters and plants are not tessellated at all. Tessellation in Crysis 2 is a good idea but it is being used not really to show how pretty a game can look with more detail but to fuck up the performance for ATI users. I cant find another explanation for some objects being tessellated as heavy as that.
Screw fucking NVIDIA, screw fucking Crytek’s lies about developing for the people. The SDKs are a good way to recruit people and maybe find a better way to do something. If people end up selling their stuff Crytek gets paid for the license.
God damn fucking stone-cold-hearted moneymakers... :(
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