Quote:
Originally Posted by carguy_
What? I`m telling you, DON`T EVER compare this game to Crysis2 that is a less of a game than Crysis! It has less graphics and NO physics!
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I'm sorry but the comparison is sound.
Performance decrease over cities or other spots with high object count comes down to the renderer and is not directly connected to the number of computing cycles the CPU does for heavy duty sim lifting.
A polygon is a polygon and 1 GB of texture data is 1 GB of texture data no matter the genre.
When it comes to those object hotspots ( and Crysis / Crysis 2 are one giant geometry/texturemass hotspot ) a seamless and efficient LOD system and rendering pipeline that is streamlined to deliver front end results ( read only shows things the player actually sees ) are paramount.
At the moment Cliffs of Dover both fails at the front end optimization and piles the complex simulation running behind it on top without spreading the workload to free resources ( if one can believe the benchmarks people have been doing for their multi cores ).
That said I firmly believe that the coders at MG know what they are doing and what we are looking at is basicaly a "feature complete" version that has just begun to evolve to Gold status.