Forgot your password?
typodupeerror
AMD Graphics Games

Crysis 2 Update a Perfect Case of Wasted Polygons 159

Posted by Soulskill
from the almost-as-many-as-starfox dept.
crookedvulture writes "Crytek made news earlier this summer by releasing a big DirectX 11 update for the PC version of its latest game, Crysis 2. Among other things, the update added extensive tessellation to render in-game elements with a much higher number of polygons. Unfortunately, it looks like most of those extra polygons have been wasted on flat objects that don't require more detail or on invisible layers of water that are rendered even in scenes made up entirely of dry land. Screenshots showing the tessellated polygon meshes for various items make the issue pretty obvious, and developer tools confirm graphics cards are wasting substantial resources rendering these useless or unseen polygons. Interestingly, Nvidia had a hand in getting the DirectX 11 update rolled out, and its GeForce graphic cards just happen to perform better with heavy tessellation than AMD's competing Radeons."
This discussion has been archived. No new comments can be posted.

Crysis 2 Update a Perfect Case of Wasted Polygons

Comments Filter:
  • Hmmmm. (Score:5, Insightful)

    by Moryath (553296) on Tuesday August 16, 2011 @11:25PM (#37115058)

    So you're saying that a graphics card company just *might* have tried to get a company writing a largely-used benchmark in their favor.

    Not that it's ever happened before... *coughintelnvidiacough*...

  • Re:Not surprised (Score:4, Insightful)

    by tepples (727027) <tepples@nOSpAM.gmail.com> on Tuesday August 16, 2011 @11:59PM (#37115252) Homepage Journal

    Valve and id are the most obvious exceptions

    Try saying that to John Carmack.

    I think that was the point. Mr. Carmack works for Idthesda, and Valve's Source engine is based on GoldSrc, which in turn was forked from the engine of Quake (early Id Tech 2) written by Mr. Carmack.

  • Uhhh...because this is another case of Quack.exe? look at the facts: You have a highly intensive programming trick used for no fucking reason on completely stupid shit like concrete dividers. Have you EVER said to yourself 'Boy this game would have totally had me if it had only rendered the concrete dividers in such loving detail I can make out the scuff marks from the boot of the guy who last leaned on it'?

    Then you have this SAME technique used to slam the GPU even when it isn't on the screen or will EVER be seen, such as rendering highly tesselated water being rendered underneath the land. This isn't Minecraft, they can't dig their way down to actually see the fricking water!

    Then it turns out that this game, which has often been used as the standard for benchmarks, by loading up the game with worthless crap the user can't even see will surprise surprise...run better only on certain Nvidia GPUs.

    I don't think we need to call in Kojack to crack this case folks. Nvidia used their position to make another Quack.exe so that the benches made using this game will score higher on their GPUs, by loading the game up with invisible crap that slams the GPU in a way they designed theirs to take better than the competition. Hell I wouldn't be surprised if they tesselated the manhole covers just to get the count up! The sad part is like the Intel compiler (which is STILL rigged BTW) most gamers won't know they are being had unless someone points out the BS that is going down behind the scenes.

  • Re:Hmmmm. (Score:5, Insightful)

    by Anonymous Coward on Wednesday August 17, 2011 @04:34AM (#37116634)

    I work in games. You sir, are an idiot. Are you seriously comparing a game engine to RenderMan? We have to render a game's frame in 16ms, you have to render a frame in something less than a minute. I read the entire article. This was clearly a patch meant to appease the PC gamers into thinking that it wasn't a shoddy console port.

For God's sake, stop researching for a while and begin to think!

Working...