[360, PS3] Crysis 2

People arnt dissapointed that its not as good as the 360 version so much, they are dissapointed because it doesnt look that good to them on PS3 in its own right and doesnt stand up as well to its peers on the same console.

90% of their target market won't notice the image quality differences. It had no effect on the sales of Halo 3 or Alan Wake or GTA4 or RDR or who knows how many other upscaled PS3/x360 ports so it won't have an effect here either.
 
I watched the gameplay vid at 720p and even with compression artifacts from youtube, I still think it looks really nice. Lowish frame rate could be annoying for a shooter with that kind of pace.
 
"but it still does not take away that the game pushes a whole lot of tech."

So if a game pushes tech and the resulting framerate is 10fps for example, it's still props to the devs? IMO there should of been a middle ground, with the middle ground being 30fps constant, with full 720p. I think it would still of looked great ...........as a multiplatform title.

My thoughts exactly...I keep reading posts about all the tech they included but does it really matter if the framerate is constantly unstable?
 
Wow that was unexpected. I havent tried the demo yet, but from what peopel are saying here there is noticable difference in performance?

Considering their claims that they were getting more juice out of the PS3 some time ago and that it was probably going to look better, you ponder what in the world happened?

You expect them to have more trouble at the beginning not afterwars when they know the insides and outsides of the hardware, and clearly they have found lots of bottlenecks in the PS3 that make you wonder if it is not just different strengths between the two platforms but if the PS3 has overall less performance regardless of what Cell can do to assist in graphics and such

Is it mostly due to the memory limitations and lack of flexibility in the memory?

I hear this kind of claims since CoD 3 and sadly it almost never turn out to be true . I am not saying that ps3 is worse platform by any means im just saying its always a marketing gimmick to make more buzz.
 
90% of their target market won't notice the image quality differences. It had no effect on the sales of Halo 3 or Alan Wake or GTA4 or RDR or who knows how many other upscaled PS3/x360 ports so it won't have an effect here either.

Again, i am not dissapointed in the IQ (sure it isnt great but certainly not the end of the world), its the framerate that dissapoints me. Bad framerate is pobably the single most standout thing for that 90% target market you are talking about, and even for those that dont know what framerate is they will likely notice it. It effects the gameplay noticably also.

Many games drop frames now and again though and i find that atleast somewhat acceptable. What i find goes too far is running at 25fps constantly and then dipping even further. It certainly looks that way to me, will have to wait for a proper framerate analysis maybe its not as bad as it looks.
 
My thoughts exactly...I keep reading posts about all the tech they included but does it really matter if the framerate is constantly unstable?

Are you saying PS3 demo cosntantly runs below 25-30fps? SP videos I've seen and MP videos shown by Crytek shows very stable 30fps.
 
I watched the gameplay vid at 720p and even with compression artifacts from youtube, I still think it looks really nice. Lowish frame rate could be annoying for a shooter with that kind of pace.

It really does imo and occasional frame drops may be painfull for Mp experience but i think sp will shine and framerate problems will go unnoticed.

btw i dont think C2 will be huge in mp still 60 fps for fast peaced shooters is must have imo, thats why cod do it right . Less eye candy for steady framerate and superior mp experince.
 
Many games drop frames now and again though and i find that atleast somewhat acceptable. What i find goes too far is running at 25fps constantly and then dipping even further. It certainly looks that way to me, will have to wait for a proper framerate analysis maybe its not as bad as it looks.

Question, does PS3 version use object motionblur and does it not help to smooth out impressions of lower framerates?
 
Doesn't mather if it is first game or not, it's about development time and dedication.

Sure but having prior experience means development time and dedication can be the same with better results. Comparing thier results to the first try of other devs, given the same development time and dedication, they would surely stand up extremely well.

Question, does PS3 version use object motionblur and does it not help to smooth out impressions of lower framerates?

I didnt look into specific effects really, more the overall impression, but im sure motion blur was there though more understated than in games like reach. It didnt really seem to help that much though without it it may have looked terrible so its hard to say, it could be working wonders.

The main effect i did notice was the overdone bloom, way too much for my taste, is this something people generally like? Besides that, the framerate and the IQ it looks pretty nice - so it really is just the performance letting it down. If the 360 has better performance and IQ i can see why some may feel like peoples impressions of the PS3 demo may be overblown.
 
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In cfg. file that Nebula provided it seemed like downgrade to this resolution gave them 14 mb and 4ms time.

It's a pretty big save. 4ms is a lot.

Heres some more stuff from beta and note it might not reflect final games settings.

"multiplayer_console.cfg"
Code:
_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

"multiplayer.cfg"
Code:
ca_aimIKFadeout = "0"
co_usenewcoopanimsystem = 1
g_multiplayerDefault = "1"
net_enable_tfrc = "0"
g_battleDust_enable = "0"
sv_bandwidth = "30000"


g_fpDbaManagementEnable = 0

g_hitDeathReactions_streaming=2

g_distanceForceNoIk=35

g_telemetryConfig = "MP"
g_telemetrySampleRatePerformance = 1
g_telemetrySampleRateBandwidth = 3
g_telemetrySampleRateMemory = 2

net_packetsendrate=20

e_ViewDistRatio=25
e_ViewDistRatioVegetation=12
r_DeferredShadingMergeAmbient = 0
e_VegetationMinSize=0.1

p_gravity_z = "-13" ; make consoles match the PC gravity

pl_melee.impulses_enable=1
pl_melee.angle_limit_from_behind=70
pl_melee.damage_multiplier_from_behind=1
pl_melee.melee_snap_angle_limit=55
pl_melee.melee_snap_move_speed_multiplier=12
pl_melee.melee_snap_target_select_range = 3.0
pl_melee.melee_snap_end_position_range = 1.0
pl_melee.mp_victim_screenfx_blendout_duration = 0.25
pl_melee.mp_victim_screenfx_duration = 0.1
pl_airFrictionPerk_control.triggerAutomatically=0
pl_airFrictionPerk_control.fall_activation_height=0

pl_impulseEnabled = 1

sv_AISystem=0

g_multiplayerEnableVehicles=1
g_mpKickableCars=1

e_streamcgfpoolsize=28

g_godMode = 0

e_streamcgf=0

aim_assistMinTurnScale=0.5
aim_assistMinTurnScale_ironsight = 0.6

aim_assistSlowStartFadeinDistance=1
aim_assistSlowStopFadeinDistance=3
aim_assistSlowFalloffStartDistance=40
aim_assistSlowDisableDistance=100
aim_assistMaxDistance=75
aim_assistMaxDistance_ironsight = 100

aim_assistSlowThresholdOuter=2.5

aim_assiststrength = 0.7
aim_assiststrength_ironsight = 0.9

pl_jump_maxTimerValue= 0.0

net_log=1

g_spawn_vistable_numLineTestsPerFrame=3

net_breakage_sync_entities=0

; This forces broken trees to have spherical inertia, which makes them harder to rotate around their vertical axis.
g_breakageMinAxisInertia=1.0
g_glassAutoShatterMinArea=0.5

s_ObstructionMaxPierecability = 15
g_actorViewDistRatio=255

controller_full_turn_multiplier_z = 2.35
controller_full_turn_multiplier_x = 1.8
controller_multiplier_x = 3
controller_multiplier_z = 4
cl_sensitivityControllerMP=0.4

;Overriden in GameCrysis2\Difficulty\*.cfg
g_playerLowHealthThreshold = 20
g_playerMidHealthThreshold = 60

; Sanity check for physics RepositionEntity
p_max_entity_cells=10000

e_VegetationSprites = 0

;Controls screen blur when turning
r_MotionBlurShutterSpeed = 0.002

pl_movement.speedScaleWithoutNanosuit = 1.03
pl_movement.sprint_SpeedScaleWithoutNanosuit = 1.61
pl_movement.strafe_SpeedScaleWithoutnanosuit = 0.75

pl_movement.sprint_timeInAirToStopSprinting = 0.5

pl_stealth_shotgunDamageCap = 40
pl_stealth_maxSpreadOnFire = 1

pl_swimSpeedSprintSpeedMul = 1.5
pl_swimUpSprintSpeedMul = 1.5
pl_swimNoSuitSprintSpeedMul = 1.25

"x360.cfg"
Code:
r_multithreaded=2
e_LodRatio=5
e_CoverageBufferResolution=128
e_lodmin = 0 

e_streamcgfpoolsize			= 24
r_TexturesStreamPoolSize	= 90

s_VariationLimiter = 0.3 -- FOR SUBMISSIONS TO EA QA, WILL BE ADJUSTED OVER TIME!!
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

e_CharLodMin = 1
e_gi=0

"PS3.cfg"
Code:
sys_streaming_memory_budget = 2

//disabled due to devtrackID 7445
e_VegetationSprites = 0
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_deferredshadingstencilprepass = 1
r_ShadowsDepthBoundNV = 1
r_UseShadowsPool = 1
r_DeferredShadingDepthBoundsTest = 1
e_WaterTesselationAmount = 6
spu_flipmode = 1
r_PS3HalfResRendering = 1

s_VariationLimiter = 0.3 -- FOR SUBMISSIONS TO EA QA, WILL BE ADJUSTED OVER TIME!!
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=2

e_ProfileLevelLoading=0

p_async_rwi_use_spu = 1
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=60
r_MeshPoolSize = 1024
r_MeshVolatilePoolSize = 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

net_psnForceServer=1 

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_gi=0
 
Thing is some games that have even lower resolution have better IQ than what i am seeing. Is the temporall AA causing a problem here? Im thinking the lower framerate may be causing there AA method to break down somewhat, is TAA dependant on framerate?
 
Are you saying PS3 demo cosntantly runs below 25-30fps? SP videos I've seen and MP videos shown by Crytek shows very stable 30fps.

For reference I'm talking about the MP demo and unless its netcode/connection issue, yes the framerate constantly takes noticeable dips during firefights. Ive noticed even when not in battle any fast turning does not seem smooth when dense areas on screen

Edit.... No not constantly, but going from a low 25-30 to sudden 15-20 is jarring
 
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Are you saying PS3 demo cosntantly runs below 25-30fps? SP videos I've seen and MP videos shown by Crytek shows very stable 30fps.

It does Neb. It will become apparent as soon as you pick up the controller. There are a few choke points where it dips into what i'm guessing is late teens. Only hits 30 towards the edge of a map, or when entering one of the many object less cloakroom/cupboards. Theres a tinge of over reaction from certain quarters on the whole, but the end result is a disappointment.
 
Hmm now that I think about it MP map demoed on PS3 has most covered in "shadows" so sun doesn't cast shadows. Maybe why it ran better.
 
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