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CryENGINE 3.4.0 - DX11 Now Available!

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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Criminal » 13.04.2012, 22:21

XeroX wrote:The new version runs like a charm for me with GTX 560M. It looks awesome! Maybe it is just the ATI graphics cards (as usual :p )? Anyway what I noticed is that in the forest map some (remade) meshes pop into view with a bright white colour. This is the case before the new textures (I guess the tesselated stuff) are rendered. That is really immersion breaking... I hope there is a way for us to do better in our own levels.


Hey thanks for the kind words! I also have a 560 and runs smooth as silk :)

What you are seeing there (when the assets are all white and weird) is shader compilation (usually this would be yellow with the text SHADER COMPILING, but in DX11 it's just white)
It only happens once per material per assets (if you maintain the same system specs).
We do not package a shadercache with our builds since the needs for people developing with the engine would require literally billions of shader permutations pre-compiled. Thus, in SDK we compile at run-time. Once they are compiled you won't see it again :)
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Criminal » 13.04.2012, 22:26

volar wrote:Is it just me or has the ToD system been overhauled? When i loaded up my map all the colors have changed and the lighting is EXTREMELY bright.

I am no TOD expert and went with the default settings in the last update. Any way to get these back?


HDR rendering was mostly overhauled which is a bit further reaching than just TOD.
You should now see an HDR S-curve adjustment tool in the TOD dialog.

If you REALLY want to you can use the alternative HDR rendering methods by typing in the console
r_hdrrendering=1 <--This is like Crysis 1
OR
r_hdrrendering=2 <--This is like Crysis 2 and previous SDK's

To use the filmic tone mapping you must use r_hdrrendering=3
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Jungle » 13.04.2012, 23:45

Ooops this one was fast realease. I expected it to be released two months later. Cant wait for navigationarea tutorials. And that damn login screen is still there. Oh well...
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby modsuki » 13.04.2012, 23:52

Criminal, what's filmic tone mapping?
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Johan3043 » 14.04.2012, 00:31

Noooooo! The frozen layer shader doesn't works with this patch! :( It's just a white glowy mess when activated.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Shinanigans » 14.04.2012, 00:35

Compile FrozenLayerWip@FrozenPS(RTc0002)(LT1)(PS) (143 instructions, 21/21 constants) ...
[Warning] Texture does not exist [File=engineassets/textures/frozen/frost_noise2.dds] <Scope> [Texture]EngineAssets/Textures/frozen/frost_noise2.dds > [Texture][Texture]EngineAssets/Textures/frozen/frost_noise2.dds
[Warning] Texture does not exist [File=engineassets/textures/frozen/frost_noise3.dds] <Scope> [Texture]EngineAssets/Textures/frozen/frost_noise3.dds > [Texture][Texture]EngineAssets/Textures/frozen/frost_noise3.dds
[Warning] Texture does not exist [File=engineassets/textures/frozen/frost_noise4.dds] <Scope> [Texture]EngineAssets/Textures/frozen/frost_noise4.dds > [Texture][Texture]EngineAssets/Textures/frozen/frost_noise4.dds
[Warning] Texture does not exist [File=engineassets/textures/frozen/glitter_pow.dds] <Scope> [Texture]EngineAssets/Textures/frozen/glitter_pow.dds > [Texture][Texture]EngineAssets/Textures/frozen/glitter_pow.dds

Should be able to get these textures added back in for next release. We moved a bunch of files that were in old folders and some stuff is still being referenced from their old locations.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby scope11 » 14.04.2012, 00:44

for some odd reason i get a BETTER framerate! crytek i love you. does this mean crysis 3 will run on cryengine 3.5 or cryengine 4? also why can't there just be and update button instead of having to re-download it, i have a weird problem where my internet sometimes stops and starts so my downloads get messed up -_-.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby JasioK » 14.04.2012, 00:52

Woo! Thank-you Crytek for DX11 and Tesselation! Things are looking better and better every release.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Johan3043 » 14.04.2012, 01:20

Cry-Adam wrote:
Compile FrozenLayerWip@FrozenPS(RTc0002)(LT1)(PS) (143 instructions, 21/21 constants) ...
[Warning] Texture does not exist [File=engineassets/textures/frozen/frost_noise2.dds] <Scope> [Texture]EngineAssets/Textures/frozen/frost_noise2.dds > [Texture][Texture]EngineAssets/Textures/frozen/frost_noise2.dds
[Warning] Texture does not exist [File=engineassets/textures/frozen/frost_noise3.dds] <Scope> [Texture]EngineAssets/Textures/frozen/frost_noise3.dds > [Texture][Texture]EngineAssets/Textures/frozen/frost_noise3.dds
[Warning] Texture does not exist [File=engineassets/textures/frozen/frost_noise4.dds] <Scope> [Texture]EngineAssets/Textures/frozen/frost_noise4.dds > [Texture][Texture]EngineAssets/Textures/frozen/frost_noise4.dds
[Warning] Texture does not exist [File=engineassets/textures/frozen/glitter_pow.dds] <Scope> [Texture]EngineAssets/Textures/frozen/glitter_pow.dds > [Texture][Texture]EngineAssets/Textures/frozen/glitter_pow.dds

Should be able to get these textures added back in for next release. We moved a bunch of files that were in old folders and some stuff is still being referenced from their old locations.


How long should it take before next release arrives? Cant work on my map without that shader working :sad:
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby driguest » 14.04.2012, 01:21

again this fail........no shadows on the floor!!! please, add all shadows on the map^^
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Ruan » 14.04.2012, 01:29

Johan3043 wrote:How long should it take before next release arrives? Cant work on my map without that shader working :sad:

If you have the files from a previous release, moving them into the expected place might work. No promises.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Shinanigans » 14.04.2012, 01:55

I had a look for them and those files aren't in previous builds, so NFI yet.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby 7echnique » 14.04.2012, 02:05

Cry-Adam wrote:I had a look for them and those files aren't in previous builds, so NFI yet.


we are unable to generate the new navigation when we create a navarea and select the medium size characters it doesent generate the blue navigation planes it just doesent do anything.. we tried using it on forest and our custom maps... its not generating like how Scott demonstrated it at gdc, why? And our weapon sounds are no longer playing for some reason aswell the console is giving a error we ve never had before "invalid sound platform" but our environment sounds works..

Thanks again,
awaiting response..
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby driguest » 14.04.2012, 02:08

and my shadows??o_O!!??^^
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby 7echnique » 14.04.2012, 02:11

shadows are working fine here...


 
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