plagiarize said:
how many of those polygons were instanced? how much texture memory was being used by a Crysis 2 scene vs a Crysis 1 scene? how much memory was being used for the geometry?
most of the details in those vistas (by polycount) were hundreds of copies of the same three or so trees.
each game has it's own tricks. Crysis 1 had instancing to save memory. there's a lot less that can be instanced in Crysis 2 because there is more unique geometry and textures in any one scene in Crysis 2, even if there are less polys being used.
I'm saying it's a bit redundant to use tesselation on a brick wall when your environments are comparitively poly starved.
It's like spending an hour shining an apple when it's all you have to eat for a week, instead of finding more food.
@ stallion, I'm not comparing a polycount value to a tri one as both games show tri counts with the r_display info that you seem to despise so much.
Are you saying triangle count isn't a good way to measure geometry complexity in a scene?
Anyhow, my whole argument I've been making is in the underlined sentence, I wouldn't have had to even mention anything else if you didn't derail it.
Your 'no shit it's a console port' statement only reinforces my argument.
@plagiarise, much more texture memory, and much more memory in general.
But isn't that the whole point, making use of what you have.
I'm not denying they designed it efficiently (well semi if you count all the pop in) for consoles.
Hey good fort hem for fitting the game design into 256MB vram and 256MB ram, but again it's pointless to then boast tesselation on walls when the 'damage' to level design and open-ness of the game has already been done.
edit : edited out passive agressive retort that should 've been aimed at the poster below you anyhow.