Crytek Presents: CRYSIS 3 [PS3, 360]

Played the 360 beta for about half an hour and the netcode is still the same crap that was in Crysis 2...the game looks good but not better than Crysis 2 IMO, in fact I'd say that the two maps of the beta look worse than the two maps that we saw in the Crysis 2 beta, looks like the lighting & IQ took a hit and for some reason the game drops frames quite often.

Interested to see how the PS3 version looks and runs in comparison.
 
The game looks worse in every possible way as far as I can see. The resolution seems to be lower or at least texture resolution. I preordered this game and I'm thinking about cancelling. Wish they had a single player demo instead. Since that's the only reason I'm buying this game.
 
Open Beta Console Configs

PS3:
ps3.cfg said:
sys_streaming_memory_budget = 512

//disabled due to devtrackID 7445
e_VegetationSpritesDistanceRatio=0.95
r_VegetationSpritesTexRes = 128
e_LodRatio=5

r_PS3ConstBufferAdjustment=128
e_PhysMinCellSize = 4

r_multithreaded = 1

r_VSync = 1
sys_maxfps = 30

i_forcefeedback = 1
i_lowFreqMotorScale = 0.4
i_digitalMotorActivationScale = 0.4
i_motorDeadZone = 0.25

e_GsmCache = 1
e_GsmRange = 3

e_CoverageBufferResolution = 128
e_CoverageBufferVersion = 3
r_ConditionalRendering = 2
sys_physics_CPU = 1
spu_enable = 1
r_UseGSParticles = 0
e_OcclusionCullingViewDistRatio = 1.0
r_ShadowsDepthBoundNV = 1
r_UseShadowsPool = 1
r_DeferredShadingDepthBoundsTest = 1
e_WaterTessellationAmount = 6
spu_flipmode = 1
r_PS3HalfResRendering = 1
sys_spec_light=2
e_ViewDistRatioLights=25

s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=2

e_ProfileLevelLoading=0

p_async_rwi_use_spu = 0
p_max_spu_rwi_cells = 5
g_no_secondary_breaking = 1
g_tree_cut_reuse_dist = 1
g_breakage_mem_limit = 2000

es_maxphysdistcloth=300

r_Refraction = 2 // enable reads from destination render targets - avoid copies
r_texturesstreampoolsize=55
r_TexturesStreamPoolSecondarySize=15
r_TexturesStreamPoolDefragmentation=1
r_MeshPoolSize = 512

e_DecalsMerge=0

e_coveragebufferaccurateobbtest = 0
e_shadowsocclusionculling = 0
e_coveragebufferbias=3
e_AutoPrecacheCgfMaxTasks=2
e_DecalsMaxUpdatesPerFrame=2 // limit number of static decal mesh updates per frame

ps3_virt_mem_sys_size_kb=0
ps3_virt_mem_rsx_size_kb=0

r_AnisoBlendWeight=1
r_AnisoMax=8
r_AnisoMin=0
r_AnisoPasses=1
r_AnisoRefDistance=4
r_AnisoScale=8

//officially approved, saves 14 mb and 4 ms rsx
r_ConsoleBackbufferWidth = 1024

e_CharLodMin = 1

e_coveragebuffer =0
e_statobjbufferrendertasks=1
e_coveragebufferreproj=2
e_coveragebufferbias=0.01
e_coveragebufferAABBExpand=0.007
e_gi=0

r_shadersimport = 1

r_usezpass = 2

Xbox360:
x360.cfg said:
r_multithreaded=2
e_LodRatio=5
e_CoverageBufferResolution=128
e_lodmin = 0

e_streamcgfpoolsize = 24
r_TexturesStreamPoolSize = 65

s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=2

p_num_threads=2
d3d9_pip_buff_size = 24

g_breakage_mem_limit = 5000

r_DeferredShadingSortLights=0

r_VSync = 2
sys_maxfps = 30

d3d9_rb_verts=49152
d3d9_rb_Tris=131072

e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5
sys_dump_format = 2
e_PhysMinCellSize = 4
sys_spec_light=2
e_ViewDistRatioLights=25

e_CharLodMin = 1

e_coveragebuffer =0
e_statobjbufferrendertasks=1
e_coveragebufferreproj=2
e_coveragebufferbias=0.01
e_coveragebufferAABBExpand=0.007
e_gi=0

sys_flash_video_buffertime_loading = 10

r_shadersimport = 1

r_usezpass = 2

multiplayer_console.cfg said:
e_GI=0
r_DeferredShadingIndexedAmbient=0
e_ParticlesObjectCollisions=0
g_distanceForceNoLegRaycasts=0.00001
g_telemetryDisplaySessionId=1
g_breakageNoDebrisCollisions=1

; Breakage throttling
; These are explained in ActionGame.cpp
;
g_glassAutoShatterOnExplosions=1
g_glassNoDecals=1
g_glassMaxPanesToBreakPerFrame=2
g_breakageTreeMax=100
g_breakageTreeInc=101
g_breakageTreeDec=25
g_breakageTreeIncGlass=51

sys_PakInMemoryPakSizeLimit=25

r_TexturesStreamPoolSecondarySize=35
r_MotionBlur=1

e_CoverageBufferReproj=2

osm_enabled = 1

g_waterHitOnly = 1

multiplayer_x360.cfg said:
sys_dump_format="2"

multiplayer_ps3.cfg said:
g_fpDbaManagementEnable = 1
sys_PS3StreamCacheInCPUMem=0
sys_PS3TotalInCPUMemPakLimit=10
r_TexturesStreamPoolSecondarySize=26

console.cfg said:
--sys_spec_ObjectDetail=2

e_LodRatio=4
e_VegetationMinSize=0.5
e_VegetationSpritesBatching = 1
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=200
ca_AttachmentCullingRationMP=200
e_TerrainOcclusionCullingMaxDist=130
--sys_spec_Shading=2

q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderPostProcess=1
q_ShaderHDR=1
q_ShaderSky=1
q_Renderer=1
q_ShaderWater=1
e_TerrainNormalMap=0
r_EnvTexUpdateInterval=0.075
r_FullDeferredShading = 1

--sys_spec_VolumetricEffects=2

r_BeamsDistFactor=0.5
r_BeamsMaxSlices=32

--sys_spec_Shadows=2

r_ShadowsUseClipVolume=1
r_ShadowJittering=1
e_ShadowsCastViewDistRatio=0.45
e_GsmCache = 1
e_ShadowsConstBias = 1
e_ShadowsSlopeBias = 1
e_ShadowsMaxTexRes = "512"
e_ShadowsPoolSize = 1024

// tbd
e_ParticlesShadows = 0
// only sun for now affecting particles
e_LightVolumes = 2


--sys_spec_Texture=2

r_ImposterRatio=1.5
r_DynTexMaxSize = 20
r_DynTexAtlasCloudsMaxSize = 8
r_DynTexAtlasSpritesMaxSize = 8

--sys_spec_Physics=2

e_CullVegActivation=30
es_MaxPhysDist=100
es_MaxPhysDistInvisible=15
e_PhysOceanCell=1
e_FoliageWindActivationDist=10
p_gravity_z = -13
e_PhysOceanCell=0
e_OnDemandPhysics = 1

--sys_spec_PostProcessing=2


--sys_spec_Particles=1

e_ParticlesQuality = 2
e_particlesMaxScreenFill = 16
e_particlesMinDrawPixels = 2

--sys_spec_GameEffects=2

g_corpseMinTime = 8.0
g_corpseMinDistance = 20.0
g_battleDust_enable = 0

p_max_substeps=2

-------------------

sys_flash_curve_tess_error = 4

r_EnvTexResolution = 1
r_TexSkyResolution = 1
r_DetailDistance = 4

r_TexBumpResolution=0
r_TexResolution=0

r_TexturesStreaming = 1
r_texpreallocateAtlases=0

r_TexturesStreamPoolSize = 65
r_TexturesStreamPoolSecondarySize = 20

r_ShadersUserFolder = 1
r_Refraction = 1
r_ShadowBlur = "0"


r_SSAO = 4
r_SSAOAmount = 0.6

r_SSAOQuality=0
r_SSAODownscale=1
r_SSDO = 0

r_SSReflections = 0

e_CoverageBuffer = 1
e_Coveragebufferrotationsafecheck=2
e_WaterOcean = 2
e_WaterVolumes = 2
r_WaterReflections=1
r_WaterUpdateFactor=0.25
e_WaterTessellationAmount=1
e_WaterTessellationSwathWidth=10
r_WaterUpdateDistance=1.0
r_WaterReflectionsQuality=4
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
e_HwOcclusionCullingWater = "1"
r_WaterRefractions = 1
r_WaterCausticsDistance = 16
r_WaterUpdateFactor = 0.15
r_WaterReflections_Quality = 4

r_Width = 1280
r_Height = 720

e_LevelAutoPrecacheTexturesAndShaders = "1"
e_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.3
e_StatObjMerge = "1"
e_GsmRange = 3
e_GsmRangeStep = 2.25
e_GsmLodsNum = 5 // shadows fix for elevator scene
e_DynamicLightsMaxEntityLights = 5
e_ParticlesPreload = 0
e_VegetationBending = 1
e_Clouds=1
e_StreamCgf=1
e_streamcgfpoolsize=24
e_LevelAutoPrecacheCgf = 1
e_TerrainAo=0
e_Dissolve=2
r_UsePOM = 0
e_SkyUpdateRate=0.2
e_ProcVegetationMaxSectorsInCache = 8
e_ProcVegetationMaxObjectsInChunk = 256
e_ProcVegetation=0//not needed for city
e_LodMinTris=150
;for performance reasons disabled, saved 1% frametime, decided with MartinM to disable it
e_VegetationUseTerrainColor = 0

e_ViewDistRatio=25
e_ViewDistRatioDetail=19
e_ViewDistRatioCustom=50
e_ViewDistMin=10
e_ViewDistRatioVegetation=12
e_ObjQuality=2
e_LodMin=0
e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1

e_GI = 1
e_GIAmount = 5

r_PostProcessEffects="1"
r_MotionBlur = 2
ca_MotionBlurMovementThreshold = 0.05 // Reducing motion blur skinning threshold for consoles, PC default is 0.001
r_MotionBlurShutterSpeed = 0.0025 // Less noticeable motion blur (also minimizes mb leaking)
r_SunShafts = 2
r_Glow = 1
r_HDRBloomRatio = 0.15
r_beams = 0
r_coronas = 1 // unsuported on consoles atm
r_useSRGB = 1
--r_DepthOfField = 3
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_rain=2
r_RainAmount = 1.2
r_RainMaxViewDist_Deferred=40
r_PostAA = 1
r_SilhouettePOM = 0
r_Flares = 1
r_FlaresTessellationRatio = 0.25

r_HDRRendering = 1

ca_MemoryUsageLog=0
ca_physicsProcessImpact=0

sv_gamerules = "SinglePlayer"

hud_startpaused="0"

sys_StreamCallbackTimeBudget=20000

r_ShadersAsyncCompiling = 1
--r_ShadersRemoteCompiler=1
r_ShadersPreactivate = 1

e_DynamicLightsFrameIdVisTest=2
e_DecalsMerge=0 // 0 = less memory allocations and stalls, but more drawcals
e_DecalsHitCache=1
e_DecalsNeighborMaxLifeTime=1
e_DecalsOverlapping=0

e_TerrainLodRatio = 2
e_TerrainTextureStreamingPoolItemsNum=16

e_LevelAutoPrecacheCameraJumpDist=0 // precache disabled for less loading time

e_ShadowsCastViewDistRatio=1 // less shadow popping in crysis and game04 areas
e_GsmCacheLodOffset=2 // shadow maps update frequentcy

r_DeferredShadingLightVolumes=1

r_DrawNearZRange = 0.12
r_DrawNearFarPlane = 80

p_max_mc_iters = 2000

r_DisplayInfo = 0

g_breakage_particles_limit = 40

p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_max_entity_cells=10000

log_AllowDirectLoggingFromAnyThread = 1

sys_streaming_in_blocks = 1
r_texturesStreamingInPlace = 1

r_HDRRangeAdaptMaxRange = 32.0

e_MergedMeshesPool=2750
e_MergedMeshesInstanceDist=4.5
e_TerrainLodRatio=1

All taken from the 360 Open beta :)
 
I couldn't play the PC version as it kept crashing at 99% loading for me, gave the 360 version a try and wow is this ugly ! Looks so much worse than Crysis 2, although they've improved the AA.
 
Obviously Microsoft has a stolen Cell hidden inside Xenon and then there's also the true power of the RSX, of course.

----

I'd reserve judgment until we do see console framerates anyway :p - FC3 may have ten shitloads of grass, but the framerate was pretty mediocre from what I understood.

Can you explain me the joke, I'm missing the point of this post :???: Oh never mind, I have seen now in the previews page; this stupid console war will never stopped even at the end of the generation.
I don't know if posted yet here but from the tech forum:
ps3 version
dwa9bgf.jpg

360 version
itEZbMfcqRyNv.JPEG


This time the IQ seems more close.
 
Last edited by a moderator:
Yeah pretty close. The major difference is that there's a lot of loss of detail in shadowed areas on the PS3 due to it being too dark. But that's probably just a calibration thing?

The other difference to note is that the Dome in the background is far less detailed (blurrier) on the PS3 although it has greater contrast (again that calibration thing?). The pattern of the suit on the arm also seems to be lower resolution to me. But that might just be me, it's pretty close either way.

But certainly looks closer in quality between the consoles than Crysis 2 did. At least in that screenshot.

Regards,
SB
 
I played the multiplayer beta an hour ago,
For some reason Crysis 2 looked more pleasing in the eye to me than this. The visuals look kind of rough and they removed the object motion blur from Crysis 2.
 
I played the multiplayer beta an hour ago,
For some reason Crysis 2 looked more pleasing in the eye to me than this. The visuals look kind of rough and they removed the object motion blur from Crysis 2.

hmm, wonder why? framerate? just a multiplayer thing?

i only played five minutes, of the two levels, the one was quite boring, but the airport level looks pretty darn good.

cant wait for single player/the game. should be loads of fun. i hope there is more color/environment variation than we've seen so far, ala crysis 2. i've seen shockingly little of this game, and part of me wants to keep it that way and go on media blackout it being so close.
 
Yeah pretty close. The major difference is that there's a lot of loss of detail in shadowed areas on the PS3 due to it being too dark. But that's probably just a calibration thing?

The other difference to note is that the Dome in the background is far less detailed (blurrier) on the PS3 although it has greater contrast (again that calibration thing?). The pattern of the suit on the arm also seems to be lower resolution to me. But that might just be me, it's pretty close either way.

But certainly looks closer in quality between the consoles than Crysis 2 did. At least in that screenshot.

Regards,
SB

It's seems to me ps3 version use the post processing AA more aggressively (looking the weapon) so maybe appears more muddy for this (but I could wrong), & another curious difference is the 360 version has missed the rocks on the right, in the long distance showed in the ps3 version.
 
I played the multiplayer beta an hour ago,
For some reason Crysis 2 looked more pleasing in the eye to me than this. The visuals look kind of rough and they removed the object motion blur from Crysis 2.

Probably you have forgot the multiplayer beta of Crysis 2; grafically was even worse at the time, I assure you.
 
Probably you have forgot the multiplayer beta of Crysis 2; grafically was even worse at the time, I assure you.

pretty true, it looked pretty...nondescript, and much much much worse than some other mp maps let alone single player.

the iq can be pretty bad here, the half framerate shadows are really jarring, if there was any possible way to fix that they should have imo. yet all that said, at times the beta looks pretty gorgeous.

but lets say it shows how much we struggle for more power in next gen consoles to arrive.
 
I only played a few games the other day, not really enough to form any real imperessions. Last night I put more time into the beta and well....it's crysis. I actually think some things are improved (net code, hit detection, pop up, and AA) but the missing motion blur is disappointing, same with the massive frame drops when there's a lot of action on the screen.

I really hope they plan to re-release this for next gen consoles, or I'll just get it for the PC eventually.

Personally, I think they're running at the same resolutions as Crysis 2 (PS3 a bit lower).

Yeah the resolution is lower on the PS3, this can be seen on the tree in the following shots:

360:
is0zgQXEszrON.jpg


PS3:
ibg43gLPEy36Xm.jpg


The abundance of jaggies on that object would indicate a lower vertical resolution, right? So it's under 720 now?
 
PC (low settings!) vs PS3 I just saw posted on GAF

lgG2ioJ.jpg


ipdWbqAxga0MI.png


Thats amazing. And people would claim we dont need next gen cause of diminishing returns...

That said I wonder if our source of PS3 caps is just taking bad ones. It cant be that bad.
 
I only played a few games the other day, not really enough to form any real imperessions. Last night I put more time into the beta and well....it's crysis. I actually think some things are improved (net code, hit detection, pop up, and AA) but the missing motion blur is disappointing, same with the massive frame drops when there's a lot of action on the screen.

I really hope they plan to re-release this for next gen consoles, or I'll just get it for the PC eventually.



Yeah the resolution is lower on the PS3, this can be seen on the tree in the following shots:

360:
is0zgQXEszrON.jpg


PS3:
ibg43gLPEy36Xm.jpg


The abundance of jaggies on that object would indicate a lower vertical resolution, right? So it's under 720 now?

The jaggies on the tree I don't think has to do with the lower res, it seems a sort of artifact for some lower precisition effect for the light or transparancies on ps3, I can't be more precise, I'm not exactly an expret but the slight muddy aspect of ps3 suggest will have the same difference in res of the prequel.

Mmm but there:
360_018.jpg.jpg

PS3_018.jpg.jpg

to be honest this time ps3 resolution seems a bit better but I could wrong.
 
Last edited by a moderator:
PC (low settings!) vs PS3 I just saw posted on GAF

Thats amazing. And people would claim we dont need next gen cause of diminishing returns...

That said I wonder if our source of PS3 caps is just taking bad ones. It cant be that bad.

Bad captures for PS3 and native resolution shot for PC, obviously the difference will be huge.
 
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