[360, PS3] Crysis 2

Yep and as you see I cant sleep today. I still haven't shaken off the stims from my weightraining session. :LOL:
 
I've seen many, many people mention the 'horrible' texture pop-in, but I'm just not seeing it. The only time I ever encounter/notice it is when you first spawn, but even then, it takes about half a second for the environment textures to resolve themselves and ~2 seconds for the weapon textures to load. Nothing even remotely abnormal about that.
 
Maybe it is harddrive related as in where on the HDD the demo is placed. The read/write speed of HDDs decreases the more you have in it. Perhaps when game ships on discs that problem wont be present.. as much or at all.
 
How come we don't see posts like this whenever somebody claims "best ever" in PS3 game threads (which is basically daily)?
There aren't people who downplay visuals in PS3 threads? :???:
If people gush over the visuals of PS3 exclusives, there's always people who say otherwise. Not just exclusives... any game for that matter. Opinions do exist. Unfortunately, opinions lead to arguments.
 
Don't kill me for it, as I can see people here are trying to score "killing Sprees" over each other. ;)

My impressions from the 720p videos of MP I found: Lighting looks great ! I want such good sunlights in all games from now on. I am an HDR lover and when I see a good HDR I can usually forget the rest.

..............But....but the game seems to have a strange soft blur look, which is killing the whole magic. Also, objects and shadows keep popping in and out as you turn or move close to objects. I hate it ! I hated it in all games uptill now and I hated it in KZ3 beta and I hate it here. This is one thing that kills the immersion for me ! and its there in C2. But then I was expecting that in Crysis 2 cos it was present in all of the engnie demos shown uptill now, so it is not that irritating.
Another point, I see no decals ! Even in GT videos of that empty Streets map where its easy to notice stuff, there are no decals o the walls even after heavy gunning. Cars don't explode or anything if you pump bullets into it. I clearly remember original trailers showing concrete blocks falling down from buildings when shot at. From that to not even decals is a long way down.

Also, too much aliasing ! This is strange to me cos the game seems to have a blurred look, and I was thinking that is their custom AA solution, but there is aliasing everywhere you see ! If the AA solution isn't working, better just turn it off so that atleast the soft blur would go away. Or is the blur due to sub-hd rendering? I am asking here, I have no idea?


I am being honest here, so don't accuse me of playing the graphics UP or Down or anything ! ;)
 
It doesn't help when some big review sites throws around "the best looking game" for the games either...I doubt that many of the reviewers are devs and actually know the tech behind the games

Is it the reviewers' job to know the tech behind the games? If you aren't going for the best looking and playing game, as devs, what's the purpose of tech? I hear from the very same people the say Crysis is/was the most beautiful looking game ever (you know who you are) that it's not about having a game look better. How does that work, from a rational point of view?
 
Not sure if anyone else noticed, but realtime indirect shadowing is enabled in the 360 demo.

Bloody hell, trust Crytek to waste valuable resources on something like that :LOL:
 
Not sure if anyone else noticed, but realtime indirect shadowing is enabled in the 360 demo.

Bloody hell, trust Crytek to waste valuable resources on something like that :LOL:
Any video/screenshot of this? I know their GI solution supports fuzzy occlusion but I haven't seen it in the 360 media so far.
 
Probably a stupid question but...whats the point of dynamic lighting when the scene and sun is static? Does it only become computationally intensive when there is a change in the scene or the light source actually moves?
 
Probably a stupid question but...whats the point of dynamic lighting when the scene and sun is static? Does it only become computationally intensive when there is a change in the scene or the light source actually moves?
Easier development. That's really all there is to it in this case.

Any video/screenshot of this? I know their GI solution supports fuzzy occlusion but I haven't seen it in the 360 media so far.
The area where I noticed it isn't really visible in videos, but I'll see if I can take a shot with my camera when I get the chance.
 
Which brings me to the point, as long as the levels don't have lots of moving lightsources (or even one major lightsource like the sun), I'd be happy to have a baked GI solution as seen in Mirror's Edge/Uncharted over a real time one as seen in Crysis 2.
 
Another point, I see no decals ! Even in GT videos of that empty Streets map where its easy to notice stuff, there are no decals o the walls even after heavy gunning.

I am sure I saw some decals from bullet hits in one or some gameplay videos of demo. Though it was at close range and they might fade away real fast and perhaps dont be applied at distance.

EDIT: Saw this video right now and the most interesting part except commentary is it shows a bit more of destruction and also bullet hitmarks at 3:14. Thinking about it maybe the game version has decal limit for map.


Also..

http://www.nvidia.com/object/product-geforce-gtx-560ti-us.html

Built for DirectX 11
Enjoy all the visual glory of the latest DirectX® 11 blockbuster games like Crysis 2, HAWX 2, and Civilization 5. With massive geometry processing power of the GeForce GTX 560 Ti lets you enjoy incredibly detailed environments and characters.
 
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But isn’t it more expensive in resources to have dynamic lighting instead of static ones? So what’s the point if you are not going change the TOD while playing?

Becouse it lits the scene better, the mapping is better expressed and material shading. Dynamic objects from scene and destruction move thus realtime lighting is needed for convincing shading. Also I am sure Crysis 2 will sport daytime changes, if not in multiplayer then for singleplayer. Though I cant imagine them ditching the 24/7 daytime changes from previous Crysis games multiplayer nor singleplayer.
Also SP sometimes had point triggered movement of daytime to continue daytime changes when reaching X spot and then pausing it until next spot if you took to long time in reaching destinations but multiplayer had pure 24/7h.
 
Which brings me to the point, as long as the levels don't have lots of moving lightsources (or even one major lightsource like the sun), I'd be happy to have a baked GI solution as seen in Mirror's Edge/Uncharted over a real time one as seen in Crysis 2.

But then we wouldn't have the fantastically lit weapons and moving objects. It's prehaps something 90% of people playing probably won't conciously notice, but it certainly sticks out like a neon lit arrow urging me to, "LOOK AT THIS." :D

And consider that I'm one of the ones that absolutely has no problem with baked lighting (I still think Rage looks great for what its trying to do).

I'm avoiding playing the demo on X360. I want my first experience of the game to be on PC. :D

Regards,
SB
 
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