[360, PS3] Crysis 2

Glitchy moon texture in one of level, decals are appear/disappear in front of me, all shadows disappear and pop in. Please source "because of PS3 is the LOD bad" . Ive not seen so bad LOD in KZ3 or U2, Infamous. Thanks

My only complaint it's just the muddy aspect of the textures on the ps3 compared to 360 version, don't care even so much of the extreme sub hd framebuffer whether is it impossible to notice. My hope not want to death until a more reliable comparison will come, but I would lie saying I'm not disappointed (on the ps3 front).
 
Glitchy moon texture in one of level, decals are appear/disappear in front of me, all shadows disappear and pop in. Please source "because of PS3 is the LOD bad" . Ive not seen so bad LOD in KZ3 or U2, Infamous. Thanks
Object appearing/disappearing is "popping in".I didn't notice that with shadows,I have it installed though maybe its because of it.
Seeing some footage from Infamous 2 it definitely seems to have aggressive LOD and pop ins.Those to are different type of games in comparison with Crysis 2.

"Designers and artists must keep this to 2000 maximum and also make aggressive use of LODs. As a rough cost estimation “tool” that can help designers/artists estimate performance on the PS3. If you want to hit a target of maximum 33 ms ( 30 fps ) , a drawcall which is vertex shader bound (zpass/shadows, part of general
pass) on the PS3 can cost about 10 microseconds on GPU (more or less - depending on the amount of vertices to process), so this means you can estimate approximately 2k * 10us = ~20 ms"

http://wenku.baidu.com/view/de6494db6f1aff00bed51e72.html
 
There are many glitches with textures, shadows.

I've watched my brother play this over the weekend and it seemed that on Chapter 2 or 3 (could be 4), the shadows of helicopter blade hovering overhead seemed really weird. Shadows appeared like 4 blades turning very slowly on the ground---looked very unrealistic.

Took a try at it, but the DS3 is not to my liking for FPS games. I thought the game looked pretty good and definitely not a blurry as KZ2. Noticed a little bit of slowdown and occasional clipping, but no screen tears and no texture glitches.
 
Yea but he played MP and it looks nowhere close to SP on 360.I would guess its same for PS3,only bit blurrier.
Even without the blur, the Temporal AA is absolutely horrible combined with a low resolution. They had MLAA ready to be plugged in to their engine if more effort was to be spent on the PS3 version, along with the SPU assisted backface culling left on the table according to their own technical documents.

Looking at my KZ3 stats, I spent about 8 hours in SP, and 50 hours in MP, so MP graphics are actually more important than SP graphics for a shooter, unless you're just planning to beat the campaign and trade it.

One more thing, gun sound effects were really really weak in the MP demo compared to the excellent sound effects of KZ3. I played one game, my first game, which took 15 minutes to find by the way, and I was 8-5 at the end of it, and that includes discovering the stealth and armor abilities and how to trigger them etc. I am by no means an FPS master either. After that game, I didn't feel like investing more of my valuable time in a poorly done shooter so I deleted it. Bad resolution, bad AA, bad framerate, bad sound effects, bad pop-in, I was seriously more impressed by the Bulletstorm demo, at least it wasn't a blurry ghosting mess.
 
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I've watched my brother play this over the weekend and it seemed that on Chapter 2 or 3 (could be 4), the shadows of helicopter blade hovering overhead seemed really weird. Shadows appeared like 4 blades turning very slowly on the ground---looked very unrealistic.

Took a try at it, but the DS3 is not to my liking for FPS games. I thought the game looked pretty good and definitely not a blurry as KZ2. Noticed a little bit of slowdown and occasional clipping, but no screen tears and no texture glitches.

No way, sorry man.
 
Even without the blur, the Temporal AA is absolutely horrible combined with a low resolution. They had MLAA ready to be plugged in to their engine if more effort was to be spent on the PS3 version, along with the SPU assisted backface culling left on the table according to their own technical documents.

Looking at my KZ3 stats, I spent about 8 hours in SP, and 50 hours in MP, so MP graphics are actually more important than SP graphics for a shooter, unless you're just planning to beat the campaign and trade it.

One more thing, gun sound effects were really really weak in the MP demo compared to the excellent sound effects of KZ3. I played one game, my first game, which took 15 minutes to find by the way, and I was 8-5 at the end of it, and that includes discovering the stealth and armor abilities and how to trigger them etc. I am by no means an FPS master either. After that game, I didn't feel like investing more of my valuable time in a poorly done shooter so I deleted it.
I concur we need more sweat to guarantee at least MLAA at this point... but I don't know how work in a subhd game.
 
Object appearing/disappearing is "popping in".I didn't notice that with shadows,I have it installed though maybe its because of it.
Seeing some footage from Infamous 2 it definitely seems to have aggressive LOD and pop ins.Those to are different type of games in comparison with Crysis 2.

"Designers and artists must keep this to 2000 maximum and also make aggressive use of LODs. As a rough cost estimation “tool” that can help designers/artists estimate performance on the PS3. If you want to hit a target of maximum 33 ms ( 30 fps ) , a drawcall which is vertex shader bound (zpass/shadows, part of general
pass) on the PS3 can cost about 10 microseconds on GPU (more or less - depending on the amount of vertices to process), so this means you can estimate approximately 2k * 10us = ~20 ms"

http://wenku.baidu.com/view/de6494db6f1aff00bed51e72.html

You have X version? Because i have PS3 version. The source is not working for me. If that is true they are not using SPU culling like first party/dice or what?
 
Have you played C2 on PS3 yet?

KZ2 is pretty blurry... C2 PS3 doesn't look that blurry to me.

I don't know why some people are complaining about the PS3 version so much.

I have played the demo... I have kz2, it's just more dark, but absolutely the level of blurry in crysis 2 it's clearly more evident... you can't compete with native resolution sharpness, even with QAA... subhd tend to be more blurried unfortunately, just imagine with TAA.... I know that because I'm terribly sensible of subhd, & i'm noticed immediately for the most time. Of course, there a cases where I don't notice, but Crysis 2 it isn't that in the beta.
 
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To me, the PS3 version doesn't look that much blurrier than the 360 version, and comparing the MP demo to KZ2, they look similar to me.

I'm not judging IQ, just blurriness.
 
You have X version? Because i have PS3 version. The source is not working for me. If that is true they are not using SPU culling like first party/dice or what?

Like I said elsewhere, there are a number of possible SPU optimisations that Crytek mention in their documentation that they state they haven't currently explored.

Also, I'm with assurdum - Killzone 2's QAA of a full-res image definitely isn't as blurry as this and looks much better in motion as well imho. Though of course it stands out less in Killzone 2 also simply because of less contrast, but still.
 
You have X version? Because i have PS3 version. The source is not working for me. If that is true they are not using SPU culling like first party/dice or what?
At the point they wrote this(as they said) they only did software occlusion culling i think,I guess it runs on SPUs though.
Someone correct me if I'm wrong please.
 
By the way, any chance to see a further optimization even via patch, on the ps3, like directx11 on the pc? (I'm not saying directx11 on the ps3, clearly)
 
Like I said elsewhere, there are a number of possible SPU optimisations that Crytek mention in their documentation that they state they haven't currently explored.

Also, I'm with assurdum - Killzone 2's QAA of a full-res image definitely isn't as blurry as this and looks much better in motion as well imho. Though of course it stands out less in Killzone 2 also simply because of less contrast, but still.


There is no SPU culling? Crytek and Dice are under one publisher they are not trading technology like sony,ms?

Anyone know why was the physic pared back?
 
There is no SPU culling? Crytek and Dice are under one publisher they are not trading technology like sony,ms?

Anyone know why was the physic pared back?
Performance.Although playing the mission before Dark Hearth there was some destroyable walls,it looked really nice.
 
Still images are fine but while moving there is lot of ghosting. Try looking at births, move quickly with gun or look at corner of wall and move.
Well there is some ghosting but its far from what you are assuming.Actually,bar some ghosting problems(small,similar to Reach) IQ gets even better in motion.Presumably because motion blur gets in.
 
Question to those who actually played the game: how is it in terms of environments? Are they bigger than your regular console corridor shooter? Some youtube vids I have seen look promising in that regard. There has been some talk about vertical gameplay, does it really play a significant role in C2?

Also, happy to hear the campaign takes some time to finish.
 
Question to those who actually played the game: how is it in terms of environments? Are they bigger than your regular console corridor shooter? Some youtube vids I have seen look promising in that regard. There has been some talk about vertical gameplay, does it really play a significant role in C2?

Also, happy to hear the campaign takes some time to finish.
Yea they are definitely bigger,considerably.Game structure is made that way that in every new mission/chapter you get the info/story to what to do,its completely linear and you go through that.It is not long though,it depends on mission.

When they are finished talking you generally find yourself going to marked point,through streets you find yourself in quite big battlegrounds doing what ever the hell you want.Vertical gameplay is great as there is alot of buildings,passages,trucks,random objects that you can climb on and use tactical advantage and thinking how you are going to play.Its full of variety and its a game with lots of re-playability,
 
Yea they are definitely bigger,considerably.Game structure is made that way that in every new mission/chapter you get the info/story to what to do,its completely linear and you go through that.It is not long though,it depends on mission.

When they are finished talking you generally find yourself going to marked point,through streets you find yourself in quite big battlegrounds doing what ever the hell you want.Vertical gameplay is great as there is alot of buildings,passages,trucks,random objects that you can climb on and use tactical advantage and thinking how you are going to play.Its full of variety and its a game with lots of re-playability,


Sounds great! Replayability is a big selling point for me, I like playing through my games multiple times, especially when they're good looking :p I'm getting really excited for this game.
 
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