Adridos, on 23 October 2013 - 07:04 AM, said:
Yes, CryEngine X runs in DX11 natively.
And as far as level design is concerned, yes, it should really look more like that instead of what we have in-game. Their official explanation is that, for some reason, they are 'scared' of high draw call count (i.e. put too many objects on screen and it's not going to be pretty on the HW). Why is that? I have no idea... I mean, seriously, they have problems running DX11 due to glitches and bugs, they run sub-par textures, their code doesn't handle many objects very well, yet these are all features that are achieved by a push of a button in even the public version of CryEngine.
Whatever's happening, it's not really helping them. The only thin CryEngine has going for it are those visuals and they are missing. Outside of them, you have engine that doesn't work with complex simulations over the net, can't handle high speeds, doesn't get a decent net-code, is heavily taxing on any sort of machine, etc.
The CryEngine is perfectly capable of all those things, it's a great engine.
The issue is that PGI is using a severely outdated version of the engine (I have no idea why), which is why we haven't gotten DX11 and why they're afraid to add any meaningful features. They did mention that they were finally going to update the engine soon (which will lead to DX11 since the version MWO is built on now doesn't support it), but imho the whole thing is a disaster, since the game is built on the older version of the engine and already has a bunch of issues I can't even imagine the amount of issues that will pop up with a newer version of the cryengine.
And we only go backwards in terms of graphics because remember, MWO is a f2p game, they want the f2p audience, and most f2p players don't have good computers, hence why they probably play f2p games in the first place, this is also where a lot of issues stem from because the CryEngine isn't meant to be dumbed down so horribly as PGI has done, hell, if you go to the official Crytek website you'll see that they don't even list MWO on their big list of games that use CryEngine, why? Because they sure as hell don't want to showcase MWO as a representative of the engine.
But anyway, enough of my ranting, I just wanted to ask you guys, how are you importing MWO assets into the CrySDK? I tried it myself but the official CryBlend add on absolutely refuses to work, it just gives me an error telling me that some of the add on files have similar names to existing ones or something, and even after deleting everything it still refuses to work at all.
I have the entire Maya suite too but I can't really be bothered to figure out how to use it to export into CrySDK, I just want to export mechs in static poses for sweet sweet DX11 city scenes.