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Thread: Urban areas | Forums

  1. #1
    how does far cry play within a urban area such as a city?
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  2. #2
    how does far cry play within a urban area such as a city?
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  3. #3
    Depends on the machine you play it on. I'm in a city and it plays great in my computer.
    (something tells me he was trying to say a different thing )

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  4. #4
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Fragger-:
    Depends on the machine you play it on. I'm in a city and it plays great in my computer.
    (something tells me he was trying to say a different thing )

    http://www.planetsoldier.com/skinz/f...mn/fcsiggy.jpg <HR></BLOCKQUOTE>

    If you were trying to make a funny, you hafth failed!


    As for a city.. Maybe a small one.. I think I saw a building with no texture in sandbox, ill see if I can find it again the slap 50 of them on the screen and see how it runs ingame..
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  5. #5
    did this really quick::









    There was 389 of them in the editor and I noticed a little drop in FPS but was still up to my playable standard and this was in the editor so I didnt bother to load it up in FC.
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  6. #6
    think it does good as there is an urban game beeing made on the crytek engine.


    www.zigma-base.com
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  7. #7
    as an experiment, you could try comparing the polycounts/fps with a similar scene (ie same 'building' boxes) that uses a brush for the ground plane (like an oversized floor tile) & no terrain at all (you can choose this when making a new scene). the terrain always seems to add a lot to your polycounts regardless of whether it's being occluded by objects.
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  8. #8
    It seems to do them great, also like any engine the more you know about what kills performance the faster you can make the level run... dynamic lights and shaders are purty but contribute to serious frame nosedives... literally don't put more then one or two in an area... Put things in the design that block massive view distances... rendering everything at once is obviously going to be slower even with LOD tricks going on behind the scenes, the more you are trying to throw at an engine the less it's going to perform... but you can still build extremely massive and complex levels, the point is to build them in a way that take into account what you're doing to the graphics card (and cpu and memory)
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  9. #9
    thank you and where di you find these buildings?

    and fragger thats not what i meant lol

    but thank you for the screen shots!
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  10. #10
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Newfoundburrito:
    thank you and where di you find these buildings?

    and fragger thats not what i meant lol

    but thank you for the screen shots!<HR></BLOCKQUOTE>


    Think it was under outdoor -&gt; temp..
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