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CryENGINE 3.4.0 - DX11 Now Available!

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arieas
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby arieas » 14.04.2012, 02:42

The POM technique of using the alphas in normal maps has been deprecated, perhaps now removed, instead it uses a separate displacement map. Not sure if there were other uses for an alpha channel in the normal map, but POM can be done that way now.

http://freesdk.crydev.net/display/SDKDO ... e+with+POM
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The_Distiller
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby The_Distiller » 14.04.2012, 02:54

Finally DX11, thank you so so much Crytek!
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Mackinder » 14.04.2012, 03:17

Awesome arieas! Thanks man.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Adsolution » 14.04.2012, 05:16

Oh joy, DX11 and all that! :D I can't wait for this to finish on my abysmally slow internet! Only two hours left of the download....
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby quanganht » 14.04.2012, 05:18

Crytek: "I don't aways update the free SDK, but when I do, the change log is 10 pages long"
Lol, just joking. Long change logs mean they actually do a great job improving the SDK.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Razorback-PT » 14.04.2012, 05:55

Off to buy a dx11 card, brb.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby axeldev » 14.04.2012, 06:27

huh?where can i downnload the new update?
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Talvipakkanen » 14.04.2012, 06:28

Download link on front page  ;)

May need refreshing browser cache to see correct version number, but download is new anyway.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby axeldev » 14.04.2012, 06:31

ahh,its says 3.3.9 in the front page
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby axeldev » 14.04.2012, 06:32

wow refresh the browser really work!
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Lex4art » 14.04.2012, 08:03

Btw, by default tesselation is disabled. Add "e_Tessellation=1" to your autoexec.cfg file to make it work.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Adsolution » 14.04.2012, 10:04

Lex4art wrote:Btw, by default tesselation is disabled. Add "e_Tessellation=1" to your autoexec.cfg file to make it work.

Actually, just use sys_spec=4 to enable the full DX11 setup. :)
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby scumm » 14.04.2012, 11:55

Cry-Ruan wrote:
scumm wrote:Avira keeps informing me of trojan when running program (and "installing"). Cant run without disabling my firewall...

Seems to be a false positive. Does Avira not support an exceptions list?


Yes, I assumed so ^^. Think it doesnt like not having full access to the files.

Thanks Cry-Ruan, was hoping it had something like that.
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby Cry-Adam » 14.04.2012, 12:05

Mackinder wrote:Yeah my alphas aren't working. Which means the POM isn't working. And I suppose that means tessellation doesn't work either.

Olli. wrote:Bingo...

Ironic how after waiting for so long, tesselation is finally here, but it just cant be used.

Erm... jumping the gun a bit there guys.

Of course POM/Tessellation is working. Load Forest and look...

ScreenShot0002.jpg

I'm not sure if there's been any process changes with displacement but if you're unsure, review the sample files that are shipped with the SDK to see how it's done. Setting your graphics to VeryHigh is certainly a good start...

Image
Image
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Re: CryENGINE 3.4.0 - DX11 Now Available!

Postby the_grim » 14.04.2012, 12:09

Olli. wrote:nope.. at least the TOD fubars quite epicly. HDR values go through the roof and i suspect some other stuff in the environment tab as well.

There are new settings for the HDR. Since these settings didn't exist in your old ToD, the engine has to assume default values.
tod.jpg

btw has anyone else been experiencing bugs regarding custom normal maps with alpha channels? bugs such as "not working at all"


The workflow for POM textures changed a while ago, you need separate _displ maps for POM. I don't know what the reason behind this is, but _displ maps are compatible both with POM and tessellation displacement.

The documentation on this has been updated long ago... :P
http://freesdk.crydev.net/display/SDKDO ... e+with+POM

Olli. wrote:
Mackinder wrote:And I suppose that means tessellation doesn't work either.

Bingo...

Ironic how after waiting for so long, tesselation is finally here, but it just cant be used.


Image

It works right out of the box now for any material (at least Illum and HumanSkin shaders), with no need for special _ptm models that Crysis 2 required. ;)
Last edited by the_grim on 14.04.2012, 12:12, edited 1 time in total.


 
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