[360, PS3] Crysis 2

Crysis? Bland? :oops:

Maybe bland is the wrong term. Boring perhaps? There's just no visual hook. It all looks rather realistic, but in the end it's still just palm trees and shacks (even if they blow up nicely). Looks like a postcard. Pretty, yet not very exciting.

I'm playing on a customized setting that basically gives me very high quality in dx9 mode without the performance hit. (you know, the more obvious effects like the god rays and color grading, etc.)
 
I'll agree Crysis (vanilla) does looks pretty boring, one reason why I prefer Warhead is due to its stylized look.
 
I'm almost certain that it's calculated on the spot, judging from developer remarks and some of the demonstration videos.

Nearly every realtime tech can be seriously accelerated with the proper pre-calculated data or data structures. Depending on the methods this dataset might be smaller and quick to update, or pretty slow.

Like, Quake displayed level geometry in realtime, but it required significant visibility calculations to build the BSP that it used. Cryengine 2 may also do the lighting realtime but it could still require bounding boxes or occlusion data or such stuff to work fast enough which might be more efficient to pre-calculate and store. It still doesn't mean that the lighting isn't done in real time.
 
Maybe bland is the wrong term. Boring perhaps? There's just no visual hook. It all looks rather realistic, but in the end it's still just palm trees and shacks (even if they blow up nicely). Looks like a postcard. Pretty, yet not very exciting.

I'm playing on a customized setting that basically gives me very high quality in dx9 mode without the performance hit. (you know, the more obvious effects like the god rays and color grading, etc.)
The problem with Crysis "blandness" was that the TODs were design to look at least decent when using low settings, which meant no HDR. Hence there's not much contrast with the lighting. Seems like with C2 they ditched LDR for good and it shows on the TODs.

Nearly every realtime tech can be seriously accelerated with the proper pre-calculated data or data structures. Depending on the methods this dataset might be smaller and quick to update, or pretty slow.

Like, Quake displayed level geometry in realtime, but it required significant visibility calculations to build the BSP that it used. Cryengine 2 may also do the lighting realtime but it could still require bounding boxes or occlusion data or such stuff to work fast enough which might be more efficient to pre-calculate and store. It still doesn't mean that the lighting isn't done in real time.

Here's more info:

http://www.crytek.com/cryengine/presentations
 
I don't really have a big problem with the lighting, although it does look kinda flat. Like I said: Palm trees, beaches, water and shacks. No interesting buildings or rock formations here to really grab my attention, at least so far. I guess that'll change once you reach the alien ship (if I ever manage to get there)

I appreciate all the stuff the game engine does, but I'm just not enough of a tech junkie that I didn't wish it did something a little more imaginative with it.
 
Cry-tom from mycrysis forums

Quote:
Some players may have noticed a map other than Skyline enter into their map rotation. This is not in error, but due to us testing playlists and backup systems. However, this other map will not be widely available in this demo period, and therefore you will not be able to unlock it yet. During this demo and the period up until launch we will be adjusting and balancing the game and fixing bugs, and we will announce in the coming days what happens after the end of this 360 exclusive demo on Feb 4th
 
I always hear a lot of dislike for the default ToDs in Crysis but I still think they're the best. Some of the user made ones look really good in Screenshots but terrible in motion, sort of like being in a painting.
 
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Was there any confirmation that there will be TOD in Crysis 2? That would be awesome to play multiplayer with TOD changing. Also, from the vids I don't see too many dynamic objects. Wouldn't an increase in dynamic objects affect performance?
 
Some more videos of Pier 17 from demo. Seems more and more gets to play it.

First video shows water interactivity at 13:13. And it's the ocean water since it has caustics. Also, caustics are projected on surfaces next to the water too, which is IMO a big improvement over Crysis 1.

Hmm, found the console config files :smile:
Post the values so we can have accurate numbers on what's going on tech-wise.
 
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Post the values so we can have accurate numbers on what's going on tech-wise.
THIS !
It'll also give us a rough idea of what to expect from the PC ver.

First video shows water interactivity at 13:13. And it's the ocean water since it has caustics. Also, caustics are projected on surfaces next to the water too, which is IMO a big improvement over Crysis 1.
I played the map right now and its good, the water interactivity is improved over Crysis and the ripples from Gunshots are very realistic now, the wave movement is pared back but that's understandable cause the water body here isn't really an open ocean.
 
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First video shows water interactivity at 13:13. And it's the ocean water since it has caustics. Also, caustics are projected on surfaces next to the water too, which is IMO a big improvement over Crysis 1.


Post the values so we can have accurate numbers on what's going on tech-wise.

That water interactivity part is curious... There are some water puddles on the skyline map, but they don't react at all. (And in the multiplayer trailer they showed water interaction even from puddles (on other maps))...

A bug perhaps?
 
That water interactivity part is curious... There are some water puddles on the skyline map, but they don't react at all. (And in the multiplayer trailer they showed water interaction even from puddles (on other maps))...

A bug perhaps?
Could be. It would be nice if somebody made a walkthrough showing off different graphical effects *sigh*
 
Post the values so we can have accurate numbers on what's going on tech-wise.
The directory structure is almost the same as Crysis/Crysis Warhead, but the configs are located in an 'Engine.pak' file (inside the Engine folder). Other than that, all the regular .pak files (GameData, Objects, Music, etc) are in their usual places. I've also found the localisation files, but they seem to be encrypted.

Global console config (console.cfg):
Code:
--sys_spec_ObjectDetail=2

e_LodRatio=4
e_ViewDistRatioDetail=19
e_VegetationMinSize=0.5
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=120
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
r_SSAO=4
e_TerrainNormalMap=0
r_EnvTexUpdateInterval=0.075
r_TexturesFilteringQuality=2

--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_ShadowsOnAlphaBlend=0
e_GsmCache = 1

--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 = 0

--sys_spec_PostProcessing=2

r_DepthOfField=1

--sys_spec_Particles=2

e_particlespoolsize = 1536
e_particlesemitterpoolsize = 1536
e_ParticlesQuality=2
e_particlesMaxScreenFill = 16
e_particlesMinDrawPixels = 0.7

--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_HDRRendering = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=6
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85

r_EnvTexResolution = 1
r_TexSkyResolution = 1
r_DetailNumLayers = 2
r_DetailDistance = 4

r_TexBumpResolution=0
r_TexResolution=0

r_TexturesStreaming = 1
r_texpreallocateAtlases=0

r_TexturesStreamPoolSize = 90

r_ShadersUserFolder = 1
r_GeomInstancing = "0"
r_refraction = 1
r_ShadowBlur = "0"

r_SSAOQuality=1
r_SSAORadius=1.5
r_SSAODownscale = 1

e_CoverageBuffer = 1
e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
r_WaterUpdateFactor=0.25
e_WaterTesselationAmount=1
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=1.0
r_WaterCaustics=1
r_WaterCausticsDeferred=2
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_ShadowsSlopeBias=1.0
e_ShadowsMaxTexRes = "512"
e_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.3
e_StatObjMerge = "1"
e_GsmRange = 3
e_GsmRangeStep = 3
e_GsmLodsNum = 4 // 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_ViewDistMin=10
e_ViewDistRatioVegetation=12
e_ObjQuality=2
e_LodMin=0
e_CharLodMin = 1
e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1

e_GI = 1

r_PostProcessEffects="1"
r_UseEdgeAA = 1
r_MotionBlur = 2
r_SunShafts = 2
r_Glow = 1
r_beams = 0
r_coronas = 0																		// unsuported on consoles atm
r_useSRGB = 1
--r_DepthOfField = 3
r_ColorGrading = 2	
r_ColorGradingCharts = 1
r_rain=2
r_RainAmount = 1.2	

r_CustomVisions = 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=32

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_FogDepthTest = 10

r_DeferredShadingLightVolumes=1

r_DrawNearZRange = 0.23 //temp solution for depth range for DRAW_NEAREST
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

360-specific optimisations (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=0

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=32768
d3d9_rb_Tris=65536

e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5

PS3-specific optimisations:
Code:
;////////////////////////////////////////
;// Disabled untill RSX allocations resolved
sys_pakLoadCache=0
sys_pakStreamCache=0
;////////////////////////////////////////
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 = 4
e_GsmRangeStep = 4.5
e_GsmLodsNum = 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_FogDepthTest = 0 // with HDR enabled on PS3 we merge Fog pass with HDR decode pass - so we cannot have this nice optimization anymore
r_Refraction = 2 // enable reads from destination render targets - avoid copies
r_texturesstreampoolsize=60
r_MeshPoolSize = 2048
r_MeshVolatilePoolSize = 768

r_Height = 704
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=3072
ps3_virt_mem_rsx_size_kb=20470

net_psnForceServer=1

Gotta love CryEngine :LOL:
 
That's strange, in the global console config it seems to indicate r_Width = 1280 r_Height = 720, how come it didn't apply to what we're seeing in the 360 beta?
 
Oh I can already see tomorrows posts "Al Strong,can you please tell me why is *insert meaningless number with five digits* bigger on PS3 version?":LOL: /jk
I'm sure there is some interesting things here,can't wait to see some worthy replies.
 
That's strange, in the global console config it seems to indicate r_Width = 1280 r_Height = 720, how come it didn't apply to what we're seeing in the 360 beta?
Yea thats what i asked my self...that and the one that says r_Height=704 on PS3 specific.Better to wait the smart ones to answer that though ;)
 
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