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Old 07-03-2008, 08:51   #5841
ippo.g
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vanno meglio perché diminuiscono la qualità dei riflessi, quindi credo dell'illuminazione globale,, si vede bene guardando il riflesso delle montagne sull'acqua; queli non moddati andavano benissimo appena acceso il pc, man mano che si giocava si andava sempre più piano.
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Old 07-03-2008, 09:30   #5842
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io prima di fare altri test approfonditi voglio dei bei driver whql nuovi dalla nvidia, no alcuni presi da chissà dove, che vannoe nn vanno e danno risultati altalenanti...
farò qualche prova preliminare ma giusto questo
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Old 07-03-2008, 09:47   #5843
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ah e cmq giusto per informazione, la patch è comulativa, installabile quindi sulla versione 1.0 o 1.1 del gioco
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Old 07-03-2008, 09:54   #5844
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Patch 1.2 Changelog

Patch 1.2 Changelog:

Optimizations and Stability

*Corrected a number of memory leaks with FSAA modes.
*Optimized Object Motion Blur for DX10 Very High Spec
*Destroying objects will now properly remove their decals from the world under DX10.
*Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization.
*Fixed issue in windowed mode where the map or weapon attachment UI cursor can leave the game window.
*Fixed potential server exploit that could cause servers to crash
*Fixed crash with AI triangulation in the editor


General Fixes/tweaks

*Added new effects for vehicle shattering after being frozen
*Player movement will now be cancelled if the player is shooting while moving in prone mode.
*Fixed issue where player will exit VTOL from closed rear hatch irrespective of seat.
*Continuously firing the VTOL machine gun in 3rd person mode no longer causes the VTOL to descend.
*Fixed an issue where vehicle 3rd person camera could break when switching the player “ControlledTurret” flag while using the gun.
*Fixed identical swimming sounds being used on surface, underwater and swimming in different directions.
*Frogs will no longer block the player’s view after being picked up
*Fixed an issue where in unarmed mode, the character's arms will suddenly reappear and disappear when picking up and dropping an object.
*Fixed health recharge rate when computing drowning damage.
*If climbing a ladder while cloaked, energy no longer depletes at the same rate as if player were standing still.
*Mouse cursor will no longer be permanently removed on attaching gamepad.
*Fixed issue where resetting gamepad control with Default button doesn't enable Force Feedback.
*Fixed issue where the Clear All and Back Keys do not function properly when creating a profile on the gamepad.
*Fixed the "Back" key in the on-screen keypad not deleting the first character in the keypad text box.
*Fixed the "Clear All" key not functioning for text input in the on-screen Keypad.
*Waterfalls can now be viewed from underwater.
*Virtual keyboard now functions correctly when a game pad is connected
*Fixed an issue where users can lose the ability to look around with the Right Stick.
*Player no longer continues to move forward when prone on roof of bunker after letting go of button.
*Mouse cursor now hidden when virtual keyboard is enabled
*Fixed an issue where key bindings were not saved until the player resumed the game
*Fixed a number of chainlink fences/barbwire that could not be shot through.
*Fixed a broken LOD1 on electricity pylon object
*Fixed player receiving damage from ragdolls.
*Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy.
*Fixed bolting/pumping sound not playing when firing shotgun, precision rifle and gauss rifle in scope view.
*Fixed issue with vehicle mounted MOAR reload sound being audible for all players.
*Added mouse wheel scrolling support for server browser


Weapons

*Added “overfreezing” sounds to handheld and vehicle mounted MOAR/MOAC
*C4 will now stick to doors correctly
*C4 can no longer stick to the surface of water
*Fixed an issue where the player could shorten the shot duration of the MOAR near the edges of a map.
*Fixed an issue when using dual handguns and switching to 3rd person view, a pair of arms will remain when running devmode or in editor
*Fixed an issue where the player could force firing after reloading if player clicks and keeps pressing fire button while reloading.
*Explosive charges no longer clip through the top of the NK tanks located in the munitions dump in mission tank.
*The ice beam animation from the moar gun no longer clips through the walls of tunnels.
*Grenade Launcher projectile is no longer invisible.
*When freezing a dual-SOCOM player, the second pistol will now be properly frozen.
*Freezing a player that is shooting a MOAR will now properly stop the MOAR's beam.
*Nano-Disruptor grenade will no longer disrupt the revive invulnerability effect.
*Fixed claymore/mine limit not being applied properly.
*Added an empty landmine animation.
*Players are no longer revealed to enemy on enemy minimap when using silencers on weapons unless they are within 5 meters of another player.
*When prone with a sniper rifle, the attachments menu should no longer be cut off.
*Fixed issue where dual wielding SOCOMs the pistol equipped in main hand doesnt automatically reload if weapon switched whilst empty.
*The crosshair for the TAC no longer disappears after the player zooms in and out of ironsight mode.
*Added missing animations for FY71 and SMG when holding an enemy and using the melee attack.
*Fixed issue when the player dropped last picked up SOCOM, even if that is the pistol with the most ammo.
*Scaled grenade launcher projectile for better visibility.
*Added smoke trail to grenade launcher shell for better visibility.
*Adjusted odd looking random rotation values for grenade launcher projectile
*Adjusted explosion radius of grenade launcher to be more efficient vs players
*Decreased air speed of grenade launcher projectile for better readability.
*Reduced initial visibility time of grenade launcher shell very slightly
*Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally.
*Improved the HUD Grenade Indicator - Players will now be able to track one enemy and one friendly grenade. Enemy grenades show up as red, friendly as blue.
*Fixed a number of issues where the grenade indicator was not showing up on multiplayer clients.
*Added new grenade indicator icon.
*Improved the behavior of the Repair Kit, when repairing rotating turrets.
*Update singularity explosion effect.
*Fixed an issue with some weapon effects that would cause explosions not to be rendered.
* Moved assault scope further away from the camera to allow for a better peripheral view while zoomed

Vehicles

*Added first person view limits for helicopter, VTOL and APC rear seats.
*Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs
*Helicopter wind effect no longer plays after vehicle is destroyed.
*Fixed a number of issues where players getting out of vehicles would get stuck in walls.
*Fixed issue where the AA cannon only produces tracers from the left side barrels
*Fixed issue with friendly fire setting not affecting vehicle-actor collisions
*Components can no longer be more than 100% damaged.
*Correct firemode now displayed when switching seats in Gauss Tank in Multiplayer.
*Improved vehicle handling under braking and boosting
*Tweaked damage for players hit by vehicles at lower speeds
*Reduced collision damage multiplier for actor-vehicle collisions in MP.
*Smooth out change between vehicle views when changing seats.
*Adjusted wall collision damage for civilian car.
*Reduced damage to trucks during slow collisions.
*Added new shell ejection effect for air vehicles.
*Vehicle lights will now turn off vehicle lights after player leaves vehicle.
*Vtol cannon now has correct spin up or spin down sounds
*Fixed issue with the amphibious apc taking far longer to repair than any other vehicle
*Fixed potential issue with tank turret rotation when a second player takes control of vehicle, the turret could be unsync’d between server and clients.
*Increased VTOL vulnerability to being hit by other aircraft cannons
*Added seat entry point for gunner position from roof of cab of Truck
*Fixed an issue where vehicle ammo could become greyed out when in a vehicle in a valid buyzone.
*Increased visibility of friendly player name tags by 3 times when in vehicles
*Fixed issue where players hands were not touching the hovercraft steering bars correctly
*Disabled vehicle exploding above a certain speed threshold in MP and SP when there isn’t a player in the vehicle.
*Locked camera in 3rd person view when player is using a vehicle mounted weapon in difficulty settings that allow driver controlled mounted weapons on vehicles.
*Fixed issue where explosions had no sound when hitting VTOL or helicopter
*Added overheat sounds for VTOL and helicopter guns
*Fixed issue with VTOL weapons not overheating correctly
*Greatly increased AAA damage vs VTOL and Helicopter
*Adjusted damage of rockets vs. AAA
*Fixed a number of issues where players would not get the correctly awarded/deducted amount of prestige points for team kills or enemy kills


SinglePlayer

*Fixed an issue with "Escort Prophet out of sphere" objective failure causing reloading issues.
*Player will now be prone if loading a level that was saved while they were prone.
*Fixed an issue with troopers missing shield fx if the player was holding them when the level was saved and loaded.
*Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list.
*Player no longer has grenade controls during cutscenes
*Player is no longer able to carry enemies into cut scenes.
*Fixed issue where player weapon loses shadow on loading save game.
*Fixed player view aligning to horizon on loading.
*Helmets on the Navy personnel on the flight deck now fit their heads.
*Added a missing texture at the base of doorway leading to schoolhouse roof from staircase in village.
*The paper on all of the clipboards through out fleet no longer appears to be upside down.
*Improved AI machinegun handling (both stationary and mounted machineguns on vehicles.)
*Increased player melee damage and decreased AI melee damage
*Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons.
*Helmets will never deflect shots when the player hits them while using weapon sights.
*Halved suit energy required for punching in strength mode.
*Adjusted AI vehicle coax gun pitch limits


MultiPlayer

*Fixed issue where death effects were only showing on remote players.
*Server admins can now remove the server password with 'sv_password 0'.
*Clients with a password set can now correctly connect to unpassworded servers.
*Fixed some game states not properly resetting after game restart.
*Fixed an issue where factory vehicle marker was not showing up for clients. The vehicle you purchased is now visible with a blue icon.
*Fixed an issue where scores could change after the game has ended.
*Fixed issue where sometimes demotions would not be properly announced.
*Radio commands will now be properly played as a voice sound.
*Fixed an issue in spectator mode where the player's view could clip through the top of objects
*Fixed an issue where vehicle shattering effects were not playing on clients
*Fixed an issue where standing on a crouched squadmate would cause model clipping.
*Fixed an issue where the player was unable to purchase additional mines or claymores through load out menu if one already in inventory.
*Fixed issue with missing subtitles in French version of PowerStruggle tutorial.
*Player can now no longer create and save unpurchasable custom loadouts by including multiple pieces of kit equipment.
*Player can now no longer create custom loadouts with more weapons than the player can carry.
*Fixed issue where player was automatically assigned armor mode when switching to spectator team.
*Fixed issue where tutorial message warning player of an enemy base is played too late.
*Fixed issue where tutorial message starts too soon when player gets to the aviation factory.
*Player no longer gains 1 free grenade when he uses up all ammo in a grenade launcher and purchases a different weapon.
*Fixed a potential negative ammo hurricane issue.
*Fixed an issue where if the player picks up a claymore after placing two claymores, player's weapon will not switch to claymore upon pick up.
*Player can no longer suicide when already dead.
*The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.
*When using PDA, if any player captures a location it will no longer revert to the first page of the PDA.
*Players will no longer be banned for team killing while in pre-game period.
*Players will now be able to pick up a respawned MOAR attachment.
*Fixed not being able to scroll player names on end of game scoreboard.
*Fixed an issue where the character's hands immediately disappears when attempting to throw a grenade with dual socoms equipped.
*When grabbing an enemy while Dual SOCOMs are equipped the right hand SOCOM will no longer disappear.
*Fixed an issue where the parachute is not seen by players when deployed in Powerstruggle.
*Fixed issue where VOIP doesn't work properly on non-dedicated servers.
*Tweaked spectator camera so view is more horizontal.
*Delayed manual switching to spectator mode right after death.
*Fixed issue where spectators don't see player names in IA.
*Map filter no longer allows the user to input an infinite amount of characters.
*Removed ability to highlight players on instant action scoreboard.
*Fixed issue where the player score was not the default view when pressing the 'Tab' button in MP.
*Fixed a number of issues where projectiles are not playing explosion effects and sounds on clients.
*Added team colors to kill/death messages
*Purchasing SMG and SCAR ammo now gives the correct amount of bullets in each clip
*Increased FY71 Incendiary ammo damage slightly
*Teamkilled players will no longer drop their weapon.
*Fixed an issue where enemy HQ flag icon would disappear.
*Added some additional clamping and protection to some console variables that could be used to cheat.
*Added a number of warnings for incorrect map version and missing maps when connecting to servers.
*Added a number of missing additional entities to the network scheduler
*Fixed an issue where players could be killed with AV mines placed above vehicles but not in contact with the vehicle.
*TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks.


New Features

*Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced.
*Added multisample shading for shadows.
*Added vehicle-specific shatter effects when vehicles have been frozen.
*Logitech G15 display now fully supported in MP and SP
*Added free-rotation support for spectator camera.
*Added zooming support for spectator camera.
*Added mod loader to the main menu. User created content can now be loaded and unloaded through this menu.
*Added some additional audio hitfeedback functionality to multiplayer and singleplayer bullet impacts. Headshots will include an audible ding in multiplayer games.
*Improved red near-death HUD effect and visual feedback for player being hit.
*Added additional audio feedback for player hitting enemies. The feedback can be disabled with "g_useHitSoundFeedback 0".
*In single player, AI can now be knocked over while running into them in speed mode.
*Added numbers to energy bar in PowerStruggle for quicker reference
* Allow loading of custom objectives.xml files inside the respective level folder.

..in modo che, più o meno, tutti capiscano di che cosa si parla... mi pare un patch molto consistente..

..e adesso via alle prove...
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Old 07-03-2008, 09:55   #5845
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Allora...provata la patch 1.2 assieme ai driver 169.44 su Vista e devo dire che ho visto netti miglioramenti.Naturalmente ho reinstallato tutto.
La cosa che ho notato tramite "gestione attivita'" è che ora Crysis sfrutta 3 core e la memoria non va in saturazione, rimane sempre costante!
A 1360x768 tutto massimo tranne ombre e motion su elevato sta tra i 18 e i 35 frame con una media di 25, gli unici cali sono durante i salvataggi.
potresti effettuare qualche bench?
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Old 07-03-2008, 10:05   #5846
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fantastico! ho aggiornato i driver e messo la 1.2 e indovinate il miglioramento in ASSAULT il pezzo iniziale?

E' passato da 23 fps a..... 23 fps!
eccezionale, ottimo lavoro!








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Old 07-03-2008, 10:54   #5847
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Ma non c'erano i 17X.XX????

Che si torna indietro adesso??
Che hanno bevuto alla nvidia?
Ma i 17x.xx non sono, per il momento, per la serie 9?
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Old 07-03-2008, 10:57   #5848
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Ma i 17x.xx non sono, per il momento, per la serie 9?
esistono quelli modificati che sono anche per le altre serie
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Old 07-03-2008, 11:46   #5849
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ghiltanas tu che sei esperto, il mio monitor con i driver 169.21 arriva alla ris max di 1440x900....il monitor è quello in firma...faccio bene a giocare a 1280x1024?
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Old 07-03-2008, 12:06   #5850
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ghiltanas tu che sei esperto, il mio monitor con i driver 169.21 arriva alla ris max di 1440x900....il monitor è quello in firma...faccio bene a giocare a 1280x1024?
direi proprio di no , stai usando una risoluzione in maniera forzata, in quanto il tuo monitor è 16:10 e nn 4:3 e quindi deve riadattare l'immagine. Usa risoluzioni wide (che io fral'altro da quando le ho provate nn tornerei mai indietro) e quindi 1440*900 per esempio
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Old 07-03-2008, 12:08   #5851
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direi proprio di no , stai usando una risoluzione in maniera forzata, in quanto il tuo monitor è 16:10 e nn 4:3 e quindi deve riadattare l'immagine. Usa risoluzioni wide (che io fral'altro da quando le ho provate nn tornerei mai indietro) e quindi 1440*900 per esempio
cioè tu dici di mettere 1440x900?in alternativa? grazie
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Old 07-03-2008, 12:17   #5852
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cioè tu dici di mettere 1440x900?in alternativa? grazie
se intendi una ris + bassa 1280*800 che è sempre 16:10, cmq la 1440*900 è leggermente + leggera della 1280*1024
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Old 07-03-2008, 12:18   #5853
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se intendi una ris + bassa 1280*800 che è sempre 16:10, cmq la 1440*900 è leggermente + leggera della 1280*1024
ok grazie
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Old 07-03-2008, 12:38   #5854
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Ho provato i 169.44 per xp, vanno piu o meno come i 171.23 ( i più veloci che abbia mai provato fin'ora ).
Solito testa a 1680x1050@ vsync attivo/ no filtri@high: 35,80 fps
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Old 07-03-2008, 12:48   #5855
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Finalmente....

Io con questa config:
http://www.crymod.com/filebase.php?fileid=491
e chiaramente applicando la 1.2 NON mi scatta + ho guadagnato 7/8 fps.

Prima non potevo giocarci ...bhe si ci giocavo ma scattava troppo nelle fasi + concise.
Devo dire ..
169.44 + patch 1.2 = fluidità
config in firma a 1440*900 XP
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Old 07-03-2008, 12:52   #5856
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A me facendo il benchmark gpu mi va uguale, anzi ho forse perso qualche fps...
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Old 07-03-2008, 13:51   #5857
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ma con questi driver beta apposta per crysis 1.2 si hanno reali miglioramenti?
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Old 07-03-2008, 14:20   #5858
7stars
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scusate sono io cieco o non vedo scritto da nessuna parte nelle note
ottimizzazioni per multi-core o multi-gpu...
insomma...ma bisogna spendere altre parole??
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Old 07-03-2008, 14:29   #5859
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Io con questa config:
http://www.crymod.com/filebase.php?fileid=491
e chiaramente applicando la 1.2 NON mi scatta + ho guadagnato 7/8 fps.

Prima non potevo giocarci ...bhe si ci giocavo ma scattava troppo nelle fasi + concise.
Devo dire ..
169.44 + patch 1.2 = fluidità
config in firma a 1440*900 XP
7/8 frames con xp? mhhhh a me i fps sono identici
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Old 07-03-2008, 15:04   #5860
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7/8 frames con xp? mhhhh a me i fps sono identici
Idem
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