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New Engine
Started by xCico, Jul 29 2013 05:37 AM
9 replies to this topic
#1
Posted 29 July 2013 - 05:37 AM
So in summer CDU they are mentioned new engine? Im not so informed so anybody know what engine they will put? And will new engine require higher PC specs?
#2
Posted 29 July 2013 - 05:41 AM
Not a whole new engine, it's an upgrade to the current CryEngine. It will probably make for better performance across the board, mostly.
#3
Posted 29 July 2013 - 05:45 AM
Ooh okay then, thanks
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#4
Posted 29 July 2013 - 05:50 AM
Engine upgrade in question is DX11, currently we are using DX9 I believe. DX11 has better compatibility with newer graphics cards and runs smoother, supposedly.
#6
Posted 29 July 2013 - 06:38 AM
Team Leader, on 29 July 2013 - 05:50 AM, said:
Engine upgrade in question is DX11, currently we are using DX9 I believe. DX11 has better compatibility with newer graphics cards and runs smoother, supposedly.
Eh, no. The engine update is updating CryEngine from 3.4.1 to 3.4.5. DirectX 11 is an entirely separate update.
#7
Posted 29 July 2013 - 10:46 AM
Greetings all,
Reference the update to the Cryengine.
The newest version 3.4.5 was released a short while ago and lists the following release notes. Not everything in this notes section will be pertinent to our MWO game but combined with the previous updates we should see some improvement in Pc systems overall graphics load, as well as enabling additional features.
Here's the release notes:
-This is from the "Free" version and not the "Commercial licensed" product, so there are many additional items that you won't see unless you have a licence.-
CryENGINE 3.4.5 Release Notes (Free Version)
Fixed
• Out of memory crash and random snow appearance in levels.
• Remove deprecated "merge static geometry" option.
• Scrolling was sending wrong mouse coordinates which makes the rotate screen flip out.
• Potential crash when a server session shuts down and a client tries to connect at the same time.
• Player profile (no save implementation) uses incorrect SaveProfile signature.
• Animations don't update after player revives.
• Client side collision handling.
• Fixed Mounted Gun pointing to incorrect particle effect.
• ALT-Tabbing from Editor game mode doesn't confine cursor anymore.
• Fixed possible/rare crash with null shader pointer in EF_AddParticle.
• Fire particle needs to be reloaded to turn on/off debug draw.
• Fixed muzzle-flash delay, connect-to-origin particles, and other issues: CParticle.Update() is again called in all cases from CParticle.Init(), handles negative ages.
• FG: The 'Door' Entity Locked/Unlocked function cannot be triggered using flowgraph.
• Vehicle Editor component bound size.
• Making a change to a level, creating a new level and Cancelling when asked if you want to save your current level crashes the editor.
• Wrong set of sound velocity when updating particle sounds (velocity is calculated internally).
Tweak
• Changed SphereRandomPos function algorithm to be single-pass, using parametric phi/theta/z coords.
• Set AreaBezierVolume entity to invisible as it's obsolete.
• Removed destroy vehicle on submerge in DM gamerules.
• Increased flash memory space to 64MB on PC, set to 32MB for console.
• Select Objects tool: realigned elements, fixed elements artifacting from resize, limited minimum window size to ensure all content is displayed.
• Set Gravity entities to use same Editor gravity icon.
• Updated flag entity model and Editor icon.
• Set gravitysphere entity to place icon at pivot, not at top of sphere.
• Increased vegetation sprite texture resolution.
• Tweaked SCAR muzzleflash light to be more orange, added muzzleflash light to single firemode.
• Pressurized object, set to canister model, changed leak particle effect.
New Feature
• Added OffsetInnerScale param, to define inner emission volume.
• Change ca_UseIMG_AIM = 1, ca_UseIMG_CAF = 1.
• Added scroll wheel support for Flash in Launcher.
And as you see from the listings further down the 3 previous versions have a hugh amount of fix's and tweaks that MWO did not get when they started using the original CryEngine 3. So lets hope the update to the engine brings a smoother operation for the engineers and game designers.
After looking at all the updated versions I can understand why MWO was having so many problems with there current engine, so many things where broken or not optimized correctly, this is not a "yea lets just update the engine" easy thing for MWO to do. So many past changes to the code are dependent on the structure of the CryEngine and now require a through review of all the game dynamics when a entire update is compiled.
I so hope this version of the engine allows for further optimisation and reduces the load on most systems. When Ui2.0 arrives this updated engine should be where the game needs to be, (or at least better than it was before) and hoping for an improved interface and graphics.
And as a treat here's one of the images they use for the "cookbook" component advertisement.
(nice light through the trees effect) [Why can't our game look like this!]
![Posted Image](http://assets-cloud.enjin.com/users/3789002/pics/original/1962581.jpg)
All for now,
9erRed
Reference the update to the Cryengine.
The newest version 3.4.5 was released a short while ago and lists the following release notes. Not everything in this notes section will be pertinent to our MWO game but combined with the previous updates we should see some improvement in Pc systems overall graphics load, as well as enabling additional features.
Here's the release notes:
-This is from the "Free" version and not the "Commercial licensed" product, so there are many additional items that you won't see unless you have a licence.-
CryENGINE 3.4.5 Release Notes (Free Version)
Fixed
• Out of memory crash and random snow appearance in levels.
• Remove deprecated "merge static geometry" option.
• Scrolling was sending wrong mouse coordinates which makes the rotate screen flip out.
• Potential crash when a server session shuts down and a client tries to connect at the same time.
• Player profile (no save implementation) uses incorrect SaveProfile signature.
• Animations don't update after player revives.
• Client side collision handling.
• Fixed Mounted Gun pointing to incorrect particle effect.
• ALT-Tabbing from Editor game mode doesn't confine cursor anymore.
• Fixed possible/rare crash with null shader pointer in EF_AddParticle.
• Fire particle needs to be reloaded to turn on/off debug draw.
• Fixed muzzle-flash delay, connect-to-origin particles, and other issues: CParticle.Update() is again called in all cases from CParticle.Init(), handles negative ages.
• FG: The 'Door' Entity Locked/Unlocked function cannot be triggered using flowgraph.
• Vehicle Editor component bound size.
• Making a change to a level, creating a new level and Cancelling when asked if you want to save your current level crashes the editor.
• Wrong set of sound velocity when updating particle sounds (velocity is calculated internally).
Tweak
• Changed SphereRandomPos function algorithm to be single-pass, using parametric phi/theta/z coords.
• Set AreaBezierVolume entity to invisible as it's obsolete.
• Removed destroy vehicle on submerge in DM gamerules.
• Increased flash memory space to 64MB on PC, set to 32MB for console.
• Select Objects tool: realigned elements, fixed elements artifacting from resize, limited minimum window size to ensure all content is displayed.
• Set Gravity entities to use same Editor gravity icon.
• Updated flag entity model and Editor icon.
• Set gravitysphere entity to place icon at pivot, not at top of sphere.
• Increased vegetation sprite texture resolution.
• Tweaked SCAR muzzleflash light to be more orange, added muzzleflash light to single firemode.
• Pressurized object, set to canister model, changed leak particle effect.
New Feature
• Added OffsetInnerScale param, to define inner emission volume.
• Change ca_UseIMG_AIM = 1, ca_UseIMG_CAF = 1.
• Added scroll wheel support for Flash in Launcher.
And as you see from the listings further down the 3 previous versions have a hugh amount of fix's and tweaks that MWO did not get when they started using the original CryEngine 3. So lets hope the update to the engine brings a smoother operation for the engineers and game designers.
After looking at all the updated versions I can understand why MWO was having so many problems with there current engine, so many things where broken or not optimized correctly, this is not a "yea lets just update the engine" easy thing for MWO to do. So many past changes to the code are dependent on the structure of the CryEngine and now require a through review of all the game dynamics when a entire update is compiled.
I so hope this version of the engine allows for further optimisation and reduces the load on most systems. When Ui2.0 arrives this updated engine should be where the game needs to be, (or at least better than it was before) and hoping for an improved interface and graphics.
And as a treat here's one of the images they use for the "cookbook" component advertisement.
(nice light through the trees effect) [Why can't our game look like this!]
![Posted Image](http://assets-cloud.enjin.com/users/3789002/pics/original/1962581.jpg)
All for now,
9erRed
Edited by 9erRed, 30 July 2013 - 01:10 PM.
#8
Posted 29 July 2013 - 02:25 PM
Wait whut? Why are the CryEngine people using the MW:LL Cougar and Owens for their advertisement lol? Is this a sign of MW:LL 2?
Edited by General Taskeen, 29 July 2013 - 02:29 PM.
#9
Posted 29 July 2013 - 03:01 PM
You also forgot to include the release notes for 3.4.2, 3.4.3, and 3.4.4.
Release Notes 3.4.2:
Release Notes 3.4.3:
Release Notes 3.4.4:
Release Notes 3.4.2:
Spoiler
Release Notes 3.4.3:
Spoiler
Release Notes 3.4.4:
Spoiler
#10
Posted 29 July 2013 - 11:04 PM
So many words I'll never understand.
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