Released 30th July, 2015
CRYENGINE 3.8.2 introduces an all-new DOF implementation that fixes many of the edge bleeding artifacts of the previous technique, while being more bandwidth-friendly and thus efficient at the same time. The new implementation is based on the gather-based technique that was prototyped during Ryse and presented at SIGGRAPH back then.
Left: Old DOF implementation (note the ghosting/silhouette around the characters). Right: New DOF implementation.
Our motion blur implementation uses a more sophisticated sample weighting scheme now which improves the quality of silhouettes at slightly better performance. The motion blur amount is controlled now using real-world shutter speed settings (e.g. 1/125 s).
We put a lot of effort on further improving the quality of our new voxel-based volumetric fog. In particular, the temporal stability is a lot better and flickering and ghosting artifacts are greatly reduced.
New unified CRY_PLATFORM_xxx defines were introduced as replacement for compiler-specific and/or custom defines. See file CryPlatformDefines.h for details.
The Dedicated Server build process is being updated. Below is an overview.
File Location | DLL's Folder | Description |
---|---|---|
Bin64/GameSDK.exe | Bin64/*.dll | This is the full game client. |
Bin64/GameSDK_Server.exe | Bin64/*.dll | This uses the exact same DLL's as the full game client. |
Bin64_dedicated/GameSDK_Server.exe | Bin64_dedicated/*.dll | This uses a different set of DLL's specifically setup for Dedicated Server. |