6.8 said:sorry maybe you guys misunderstood me.... when can I expect to download this on PSN for my copy of Crysis 2?
It won't come to the console versions.
6.8 said:sorry maybe you guys misunderstood me.... when can I expect to download this on PSN for my copy of Crysis 2?
6.8/106.8 said:sorry maybe you guys misunderstood me.... when can I expect to download this on PSN for my copy of Crysis 2?
6.8 said:sorry maybe you guys misunderstood me.... when can I expect to download this on PSN for my copy of Crysis 2?
6.8 said:sorry maybe you guys misunderstood me.... when can I expect to download this on PSN for my copy of Crysis 2?
EatChildren said:DX11 patch for Crysis 2 will save the PS3?
Nah they are saving it for the Wii U version.EatChildren said:DX11 patch for Crysis 2 will save the PS3?
Raistlin said:> 4GB of textures?
Hi guys,
Below are the patch notes for Patch 1.9, this is also the patch that will enable DX11 Support (available via a separate download). We're aiming to have this patch live and available to you all next week. As always we're interested to hear your comments/thoughts on these changes so please post them below.
Crysis 2 Patch 1.9
Added Contact Shadows
Added DX11 benchmark level
Added DX11 support for Crysis 2 (the following features only work when downloading the optional DX11 package here):
- Tessellation + Displacement Mapping
- High Quality HDR Motion Blur
- Realistic Shadows with Variable Penumbra
- Sprite Based Bokeh Depth of Field
- Parallax Occlusion Mapping
- Particles Motion Blur, Shadows and Art Updates
- Water Rendering improvements and using Tessellation + Displacement Mapping
Added Realtime Local Reflections
Added support for Higher Res Textures Package
Added various new console variables to whitelist
Fixed bullet penetration, which had been broken by a bug introduced with the DLC 2 patch
Fixed issue in MP where player stats weren't always saved at the end of a game
Fixed issue in MP where player stats would sometimes randomly reset
Fixed issue with MP time played statistic, which would sometimes be too low on leaderboards and in stats
Fixed issue with JAW rocket not firing through window's containing broken glass
Fixed rare issue where a user could not access MP with a valid CD key if they had previously used an invalid CD key
Improved advanced graphics options menu
Improved anti-cheat measurements: fixed exploit which could prevent vote kicking working against a user
Improved multi-GPU support
Improved Tone Mapping
Re-added possibility to enable r_StereoSupportAMD via config file (unsupported)
you said the same thing as me but worded it better.dark10x said:High-res textures are a great addition and I look forward to those, but I doubt I'll make use of the DX11 features. As it stands, I can pull a solid 60 fps in DX9 mode with object details dialed down a touch, but I'm sure enabling all of those DX11 features will hurt the framerate.
At least it will be interesting for future machines. Of course, they could surprise me and deliver an optimized DX11 experience. Every other DX11 game with tessellation didn't benefit all that much, in my opinion, and simply suffered from reduced performance.
I really wish they would fix the AI, though. I LOVE Crysis 2, but the AI is pretty brain dead. They give you all the tools for one of the coolest first person experiences you could have and then pit you against worthless enemies.
Kyaw said:When was POM ever a DX11 feature...? smh
it isn't clear that a DX10 card running the DX11 codepath wouldn't get POM and some of these other features. obviously not tesselation and probably not bokeh though (as that's likely using compute shaders).Kyaw said:When was POM ever a DX11 feature...? smh
It says SSDO, not SSAOnib95 said:I didn't think SSAO was either?
NotTarts said:It says SSDO, not SSAO
From the looks of it, yes.nib95 said:Whoops lol. Excuse my ignorance, but is SSDO DX11 only?
Is it that hard to determine that this may be some new implementation of it that uses a DX11 codepath?Kyaw said:When was POM ever a DX11 feature...? smh
Not entirely sure, to be honest. I thought BF:BC2 had it (though possibly only in DX11 mode as well). It's possible that it performs far better in DX11 than DX9.nib95 said:Whoops lol. Excuse my ignorance, but is SSDO DX11 only?
Nah, BC2 had HBAO which was one of the most impossible to tell graphical features I have ever seen. And it cuts the framerate ridiculously.NotTarts said:Not entirely sure, to be honest. I thought BF:BC2 had it (though possibly only in DX11 mode as well). It's possible that it performs far better in DX11 than DX9.
Stallion Free said:Is it that hard to determine that this may be some new implementation of it that uses a DX11 codepath?
it might. DX11 is designed to run on DX10 cards, only certain specific features will only work on DX11 cards. if the developer's code path is well designed, it'll work on a DX10 card and just disable the DX11 only bits.Kyaw said:Maybe maybe... but what about the DX10 card users???
Will POM work without a DX11 card? (i doubt it)
BattleMonkey said:Did some people expect DX11 to make the game 4D or something?
Kyaw said:Maybe maybe... but what about the DX10 card users???
Will POM work without a DX11 card? (i doubt it)
Fezan said:WHAT IS dx10???
there is no point in making a game with a DX10 codepath anymore. none.Fezan said:CRYTEK: WHAT IS dx10???
So do we know if this is "properly programmed" then? Lost Planet 2 for example wasn't, the DX11 path didn't start on my GTX285... If all the things that should run on DX10 run on DX10, and also give the proper performance boost over DX9 for the rest things, then that's great, and that's probably what that poster wanted. If not, then that sucks.plagiarize said:DX11 codepaths, if properly programmed will run on DX10 cards.
- Sprite Based Bokeh Depth of Field
Crysis 2 Patch 1.9
Added Contact Shadows
Added DX11 benchmark level
Added DX11 support for Crysis 2 (the following features only work when downloading the optional DX11 package here):
- Tessellation + Displacement Mapping
- High Quality HDR Motion Blur
- Realistic Shadows with Variable Penumbra
- Sprite Based Bokeh Depth of Field
- Parallax Occlusion Mapping
- Particles Motion Blur, Shadows and Art Updates
- Water Rendering improvements and using Tessellation + Displacement Mapping
Added Realtime Local Reflections
Added support for Higher Res Textures Package
Added various new console variables to whitelist
Fixed bullet penetration, which had been broken by a bug introduced with the DLC 2 patch
Fixed issue in MP where player stats weren't always saved at the end of a game
Fixed issue in MP where player stats would sometimes randomly reset
Fixed issue with MP time played statistic, which would sometimes be too low on leaderboards and in stats
Fixed issue with JAW rocket not firing through window's containing broken glass
Fixed rare issue where a user could not access MP with a valid CD key if they had previously used an invalid CD key
Improved advanced graphics options menu
Improved anti-cheat measurements: fixed exploit which could prevent vote kicking working against a user
Improved multi-GPU support
Improved Tone Mapping
Re-added possibility to enable r_StereoSupportAMD via config file (unsupported)
Zombie James said:Sprite-based? Hmm...
Crysis 2 already had Bokeh in DX9 (and amazingly, running on consoles and with no performance drop). The DX11 version is just a smoother, more accurate shader.GHG said:http://mynameismjp.wordpress.com/2011/02/28/bokeh/
I believe Just Cause 2 did something similar:
http://solidlystated.com/software/just-cause-2-bokeh-filter-comparisons/
But crysis 1 did this:
http://www.youtube.com/watch?v=4No43o7zkDQ&feature=related
we don't know at this point, no. i'm just saying, things might not be so bad for DX10 card owners. i stress *might* though. i'd hope Crytek of all people would program appropriately cause you'd think they'd want their engine to sing on any hardware, but who knows?Alextended said:So do we know if this is "properly programmed" then? Lost Planet 2 for example wasn't, the DX11 path didn't start on my GTX285... If all the things that should run on DX10 run on DX10, and also give the proper performance boost over DX9 for the rest things, then that's great, and that's probably what that poster wanted. If not, then that sucks.
you've got to be shitting me, that is exactly the same picture, isn't it?Corky said:Not to sound too pessimistic but the differences aren't shall we say... spectacular :
scar tissue said:you've got to be shitting me, that is exactly the same picture, isn't it?
subversus said:and I'm fucking downloading this
scar tissue said:you've got to be shitting me, that is exactly the same picture, isn't it?
his sample, contributed by AMD, presents a technique for applying tessellation with displacement mapping using decals. Given an arbitrary mesh, the sample uses a ray cast to find the location of where a ray from the eye point intersects the mesh. A decal is placed at the intersection and the mesh is rendered with tessellation so that the triangle density is high enough for accurate displacement mapping. One possible use for this technique is to represent realistic looking 3D damage on objects.
EatChildren said:You might want to wait and see if anybody can get it to work. It tries to find and patch a dx11.pak file, but no such file exists. I'm thinking that maybe Crysis 2 itself will need to be automatically patched first, which will set it up for DX11, and then people can apply the DX11 patch.