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User avatar   Experienced Modder Experienced ModderMember since: 27.04.2009, 03:25Posts: 478Location: On Phobos lifting 100 ton rocks for fun Likes: 0
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 00:45 
Hey Cry-Styves, could we get any word on texture resolution? Crysis 2 needed a big texture pack download to make them even close to respectable. Will we see a similar patch for Crysis 3 (if it doesn't fit on the disk), and will the overall texture quality be better than Crysis 2 (with the texture pack)?

graphics cards these days are coming with 2gb of vRAM, sometimes even more. That's plenty of space to hold all the high res textures you guys have hopefully made. Please release them at the highest quality possible :D

User avatar   Skilled Modder Skilled ModderMember since: 05.07.2008, 18:24Posts: 657Location: CANADA Likes: 0
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 00:51 
:D

100% in support of this. I want my PC to not be able to run the game. Weird fetish I know.
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8446Location: Crytek HQ Likes: 62
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 01:33 
Quote by Uber_Nobody:
Hey Cry-Styves, could we get any word on texture resolution? Crysis 2 needed a big texture pack download to make them even close to respectable. Will we see a similar patch for Crysis 3 (if it doesn't fit on the disk), and will the overall texture quality be better than Crysis 2 (with the texture pack)?

graphics cards these days are coming with 2gb of vRAM, sometimes even more. That's plenty of space to hold all the high res textures you guys have hopefully made. Please release them at the highest quality possible :D

Enthusiast PC's (GPU's with 2GB vRAM) are an extremely small percentage of the PC market. To give an example from Steam HW survey:

512MB = 20%
1024MB = 42%
1532MB = 2%
2048MB = 3%

I can say that the textures in Crysis 3 are looking absolutely delicious though. Examples of this can be seen in the screens we've released so far :)



Image
Image
No dev/modding PM's please, use the forums! :)
User avatar   Skilled Modder Skilled ModderMember since: 05.07.2008, 18:24Posts: 657Location: CANADA Likes: 0
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 01:38 
Quote by Cry-Adam:
Quote by Uber_Nobody:
Hey Cry-Styves, could we get any word on texture resolution? Crysis 2 needed a big texture pack download to make them even close to respectable. Will we see a similar patch for Crysis 3 (if it doesn't fit on the disk), and will the overall texture quality be better than Crysis 2 (with the texture pack)?

graphics cards these days are coming with 2gb of vRAM, sometimes even more. That's plenty of space to hold all the high res textures you guys have hopefully made. Please release them at the highest quality possible :D

Enthusiast PC's (GPU's with 2GB vRAM) are an extremely small percentage of the PC market. To give an example from Steam HW survey:

512MB = 20%
1024MB = 42%
1532MB = 2%
2048MB = 3%

I can say that the textures in Crysis 3 are looking absolutely delicious though. Examples of this can be seen in the screens we've released so far :)



"If you build it, they will come"

Most of these people, will upgrade when the means for it come. Plus, people who dont have the option can always crank the settings down. The point is, the option is available and there is a reason for everybody to buy the game.

By the way, is it possible to get access to super high bitrate downloadable footage? 18 Mbps would do :D
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8446Location: Crytek HQ Likes: 62
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 01:41 
Quote:
1. Though player throw an enemy, sometimes the enemy falls on the spot. He doesn't fly away. Just fall.
2. Sometimes engine doesn't play arm animation when player released heavy machine gun. I saw this bug in Crysis2 many times...
3. Sometimes some AI don't react the situation. Looking at the opposite direction... or just standing.

Thanks for the feedback! Are you sure with #1 that the player hasn't run out of suit energy? I believe if you choke someone and then run out of energy he drops the character instead of throwing.

For #2, i just replayed the IGN playthrough and yeah saw it happen, will bring this up and see if its a known issue.

With AI reaction, many times this can be attributed what the player does. We need to make AI 'dumb' enough so that when a player cloaks, the AI loses track of the player. But the AI also needs to be smart enough to be challenging and work with tactics. Occasionally you'll catch an AI being dumb when he's supposed to be smart and we'll continue to work on and improve this. As you are probably aware, we completely revamped the AI pathing system with greatly improves their situational & area awareness.



Image
Image
No dev/modding PM's please, use the forums! :)
User avatar   Uber Modder Uber ModderMember since: 15.10.2009, 10:44Posts: 1195 Likes: 23
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 01:44 
Quote by Parsian:
By the way, is it possible to get access to super high bitrate downloadable footage? 18 Mbps would do :D


Crysis 3: E3 2012 Trailer

Quote:
Format : MPEG-4
Format profile : QuickTime
Codec ID : qt
File size : 264 MiB
Duration : 2mn 1s
Overall bit rate : 18.2 Mbps
Encoded date : UTC 2012-06-02 22:45:52
Tagged date : UTC 2012-06-02 22:51:35
Writing library : Apple QuickTime
User avatar   Skilled Modder Skilled ModderMember since: 05.07.2008, 18:24Posts: 657Location: CANADA Likes: 0
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 02:18 
Quote by Plastix:
Quote by Parsian:
By the way, is it possible to get access to super high bitrate downloadable footage? 18 Mbps would do :D


Crysis 3: E3 2012 Trailer

Quote:
Format : MPEG-4
Format profile : QuickTime
Codec ID : qt
File size : 264 MiB
Duration : 2mn 1s
Overall bit rate : 18.2 Mbps
Encoded date : UTC 2012-06-02 22:45:52
Tagged date : UTC 2012-06-02 22:51:35
Writing library : Apple QuickTime


Thanks for the blessing, I completely forgot about this link.
User avatar   Uber Modder Uber ModderMember since: 15.10.2009, 10:44Posts: 1195 Likes: 23
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 05:45 
Quote by Cry-Adam:
With AI reaction, many times this can be attributed what the player does. We need to make AI 'dumb' enough so that when a player cloaks, the AI loses track of the player. But the AI also needs to be smart enough to be challenging and work with tactics. Occasionally you'll catch an AI being dumb when he's supposed to be smart and we'll continue to work on and improve this. As you are probably aware, we completely revamped the AI pathing system with greatly improves their situational & area awareness.


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User avatar   Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1274Location: Illinois, United States Likes: 2
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 05:53 
Lol... rude, but hilarious :cheesy:

I think the AI in Crysis 1 was fine. And shooting them was so fun! It was the ragdoll


User avatar   Skilled Modder Skilled ModderMember since: 05.07.2008, 18:24Posts: 657Location: CANADA Likes: 0
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 06:05 
Some correction and suggestions:

E3 CryEngine 3 Water Demo:
http://www.gametrailers.com/video/e3-20 ... e-3/731952

It seems all collisions with water surface generate the same ripples. It would be cool to have different ripple strengths corresponding to different magnitude of water surface collision. Light mass collisions make small ripples, heavy mass collisions make greater ripples. I would make the ripple intensity as a function of the mass and speed of the particle colliding into it.

This would also solve those annoying huge ripples generated due to a floating boat bouncing on top of the water. It is just not realistic.

One note about the tech demo: Please diversify the tech demos and show something other than the repeated and boring island scene. The Tessellation demonstration of the rocky wall is great but it looks ugly. Perhaps different examples in different environment that are flashy and eye catching, makes it interesting.
User avatar   Uber Modder Uber ModderMember since: 15.10.2009, 10:44Posts: 1195 Likes: 23
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 06:26 
Image
User avatar   Hardcore Modder Hardcore ModderMember since: 28.10.2007, 15:25Posts: 844Location: Denmark Likes: 0
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 07:41 
Quote by Cry-Adam:
With AI reaction, many times this can be attributed what the player does. We need to make AI 'dumb' enough so that when a player cloaks, the AI loses track of the player. But the AI also needs to be smart enough to be challenging and work with tactics. Occasionally you'll catch an AI being dumb when he's supposed to be smart and we'll continue to work on and improve this. As you are probably aware, we completely revamped the AI pathing system with greatly improves their situational & area awareness.


Except they don't loose track of you, they actually just stare at you, sometimes even shoot you as if they know you're there, then act dumb again.

As for "standing around" I know exactly what it is the player does that causes it. I made a thread about AI issues in the CE3 AI forum at one point after experimenting heavily with C2 AI. Whenever the player moves to a different nav-"area" pathfinding apparently takes 5 times as long, so it just stands around for a while doing it, and eventually loses track of the player for no good reason.
Having 500 million completely pointless pathnodes in a tiny closet doesn't help the speed I imagine.
There's lots of issues with the AI, they don't use cover well, sitting out in the open waiting to be shot, and they spend lots of time on canned "smart-object" animations that get them killed. In fact the ceph pretty much do nothing but just play animations, they don't care about shooting the player.

Good AI starts by being fundamentally good at the game, you can always make a hax AI dumber, but you can't make a dumb AI smarter. UT is a great example, best AI I ever saw in a game. They're really good, they can win, they know how to use the weapons, how to dodge, they know solid tactics, they know spawn timers, they know the good paths around the level, they have great reflexes and they even use teamwork and play the objective in the apropriate modes. Fundamentally good at the game. But everything from "stand still and aim for 10 seconds before shooting" to "I ALWAYS KNOW WHERE YOU ARE BEFORE YOU DO" cheating level is covered by the difficulty setting. (Which for that matter never resorts to damage multiplier crap)


Last edited by BmB on 08.06.2012, 08:10, edited 1 time in total.
User avatar   Media Support Media SupportMember since: 30.07.2008, 00:36Posts: 3766Location: Sthlm, Sweden Likes: 4
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 07:52 
Quote by Plastix:
Image

Boring.
User avatar   Uber Modder Uber ModderMember since: 15.10.2009, 10:44Posts: 1195 Likes: 23
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 08:32 
And the last part of my "boring" comics:

Image
  Experienced Modder Experienced ModderMember since: 01.05.2010, 16:17Posts: 466 Likes: 4
 

 Post Topic: Re: Crysis 3 Discussion (E3 update!)
PostPosted 08.06.2012, 08:50 
Quote by Parsian:
Some correction and suggestions:

E3 CryEngine 3 Water Demo:
http://www.gametrailers.com/video/e3-20 ... e-3/731952

It seems all collisions with water surface generate the same ripples. It would be cool to have different ripple strengths corresponding to different magnitude of water surface collision. Light mass collisions make small ripples, heavy mass collisions make greater ripples. I would make the ripple intensity as a function of the mass and speed of the particle colliding into it.

This would also solve those annoying huge ripples generated due to a floating boat bouncing on top of the water. It is just not realistic.


imo CE3 ocean with big wave size looks like rubber moving forward and backward, this is even more noticeable in the tessellated ocean.