View Full Version : Far Cry 1.2 patch news
AthlonXP1800
06-29-04, 06:00 PM
http://www.warp2search.net/modules.php?name=News&file=article&sid=18691
Look more likely either 1 or 2 weeks when will be ready to download 1.2 patch. :)
mikechai
06-29-04, 07:28 PM
So it will be ready when NV SLI roadshow starts.
Can't wait to see HDR and SM3.0 in action.
Great news! :)
ya the SLI is probably why they delayed the Patch, they wanna show on the roadshows what SLI and SM3 can do...drooooolll!!!
jbirney
06-30-04, 07:34 AM
ya the SLI is probably why they delayed the Patch, they wanna show on the roadshows what SLI and SM3 can do...drooooolll!!!
FYI Forgive is this was posted elsewhere, but here is some more info on the PS3.0 and FarCry:
quick brain dump from the Nvidia dev conference in London on Monday/Tuesday (nothing under NDA...)
Both VS3 and PS3 paths have been added to Fry Cry.
In general, gains from using Geometry Instancing usually between 0 and 10%, though up to 40% in worst (best!) case.
Devs wanted to use PS3 to loop through dynamic number of lights in a single pass but PS3 has limitations (in specs) which prevent this from being implementable. So use static branching for up to 4 lights per pass. This created more instructions than ps2 could handle so need ps3.
Gains are good - in game fps went from 20 to 30 in demo.
HDR - Did not require PS3 but requires 16bit blending and filtering. Devs replaced 'hacks' ( glare/flare etc) with HDR. No AA when using HDR. on 6800U playable (40-50fps) @1024x768.
Mullins1060
06-30-04, 08:28 AM
FYI Forgive is this was posted elsewhere, but here is some more info on the PS3.0 and FarCry:
does that mean you can get hdr on the fx line?
FYI Forgive is this was posted elsewhere, but here is some more info on the PS3.0 and FarCry:
no it's ok but jbirmey er... I wasn't giving out the real reason for the delay for Far Cry patch as absolute. It was more of a fun stab thing ;)
Interesting sm3 details...guess we will find out soon enough :D
does that mean you can get hdr on the fx line?
Yes.
doodlebob
06-30-04, 02:24 PM
More info from U.S home page:
"In addition to the improvements mentioned in the updated changelog, the 1.2 patch will enable much-anticipated Shader Model 3.0 support for NVIDIA's new GeForce 6-series cards. Leveraging Microsoft's DirectX 9.0c, SM 3.0 support will enable gamers with supported hardware to achieve unprecedented levels of realism in their Far Cry experience."
Do you think they added the mod that was shown at the NV launch?
Can't wait till I get my card and this patch. :drooling:
does that mean you can get hdr on the fx line?
No..
the NV40 is the only hardware ATm that support FLoating point blending. HDR is done at FP16blends.. pixel shaders still are done at full FP32 precision. is not a Dx9eature but the list of developers that will support it in their games in Big enough that M$ might add it in their specs. its a standar used by Holywood graphics Studios for HDR. the "HDR" done in some Ps2.X hardware is hack emulated in pixel shaders.. and with int precision with no blending. wich make it limited only for more controlled and specific scenarios like demos .(no HDR in tranparencies or reflections and have read about precisions issues when used with more than 1 source of light ). for a real gaming scenario and advanced effects true HDR Fp16 is required. Hl2 dropped the support for their "HDR" emulation in the previosly demostrated demos according with Valve latest comments .there are many games that are not in the list of SM3.0 games but that will support HDR Fp16 filtering/blending. SeriousSam2 is just one of those.
look here how many games are in the list for FP16belnding support..
the next Idsoftware is another..
http://www.nvidia.com/page/pg_20040412333689.html
just some comments
about F16 blending..
These new GeForce 6800's are scary fast; it runs Thief: Deadly Shadows at 1600x1200 with AA and all the detail settings cranked all the way up faster than anything we have tested on. I can't wait to get these in our development boxes as we are starting work on our next rendering technology. Having FP16 buffers fully supported as a texture format is awesome and 3.0 shader support gives us the ideal platform to develop on today for our next titles. Actually I can't wait to get one in my computer!"
Tim Little, Director of Technology, Ion Storm, LP
about VS3.0
"What most excites me about the GeForce 6 Series is the Vertex Stream Frequency Divider and Pixel Shader 3.0 support. The combination will give us the ability to create richer game environments and complex special effects. At last we will be able to do realistic gas and fluid simulations in real-time!"
Tim Ramsay, Senior Graphics Programmer, LucasArts
the overlooked Geometry intancing..
deeper Forest = better graphics.
“The vertex stream instancing enabled by the GeForce 6800 is a killer feature that allows our SpeedTree technology to drive forests of unprecedented depth and density. Coupled with raw performance, we fully expect our customers’ games to boast far richer and more immersive environments.”
Chris King, President, IDV, Inc
the only question remaining is not if SM3.0 and Fp16blending will be supported and will show a diference. the question is when. consider Farcry sm3.0 mod as an experiment of things to come.
More info from U.S home page:
"In addition to the improvements mentioned in the updated changelog, the 1.2 patch will enable much-anticipated Shader Model 3.0 support for NVIDIA's new GeForce 6-series cards. Leveraging Microsoft's DirectX 9.0c, SM 3.0 support will enable gamers with supported hardware to achieve unprecedented levels of realism in their Far Cry experience."
Do you think they added the mod that was shown at the NV launch?
Can't wait till I get my card and this patch. :drooling:
The 1.2 patch is supposed to add virtual displacement mapping which is not just a SM3.0 effect. 6800 owners may see a performance benefit but we will have to see. Crytek's CEO was interviewed a while back and said all the added content would be usable on other cards besides a 6800 but the SM3.0 cards would see some performance optimizations.
saturnotaku
06-30-04, 03:28 PM
The 1.2 patch is supposed to add virtual displacement mapping which is not just a SM3.0 effect.
I thought I read somewhere that this effect also disabled anti-aliasing. :confused:
I thought I read somewhere that this effect also disabled anti-aliasing. :confused:
That is the HDR effect that is supposed to be in the 1.3 patch.
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