Yeah, a more generalised type of uncanny valley is a good way to describe it.
I've just noticed a lot of people saying the AI is horrible in this game, and while it still does some typical things like forget you ever existed if it doesn't find you in 20 seconds, I've also seen it do really impressive things. They've flanked me, ambushed me, they swerve the jeep if I shoot trees down in the road in front of them. Turn on cloak right in front of them and they panic and begin shooting in your general direction. But in a game where everyone can experience it differently, there's bound to be issues popping up simply because people are going to find ways to exploit the game in ways the programmers didn't account for, resulting in immediate breaks in the immersion.
I think this is problem is just going to get worse in the future. When games like Oblivion come out, it allows everyone to have a completely different gameplay experience with plenty of options of what to do, but if everyone can have a completely different experience, then bug testing becomes more and more insurmountable.
I was really hoping the Geforce 9 would be out this year, I'm quite surprised they're not releasing it and pushing it alongside Crysis.
Indeed. I know that even with a high price, many people would probably buy a 9800 as an impulse buy if it was released the same day as Crysis, myself included.
By the way, have you noticed any weird sort of effects when turning on AF? I tried 16x AF just to see what it'd be like, and things like trees in the distance seemed to look worse, IMO.
Personally, I haven't tried it. The textures on "very high" were pretty good, so trying to turn on AF never crossed my mind. I have heard that both AF and forcing AA through the control panel are causing issues in Nvidia cards. They apparently are working on fixing that in a later driver, although they also say you'll never be able to turn on transparency AA without issues, something about the way the game engine renders foliage makes it impossible to do.
Speaking of setting tweaks, people might want to check out
this thread on the official forums. Someone went through the time to discover exactly what changes with each setting, including a color graph, and shows you how you can make any manual changes.
Personally, I found it helpful. As I continue to balance looks vs. framerate, it's nice to discover how to change my settings details to the very high option individually, instead of taking a performance hit for one chunk of turning a setting to "very high" in the game which includes changes I either don't care about or hardly notice. I don't know about you guys, but other than Texture Detail and Post-Processing (and Object Blur, but that's automatic in DX10 anyways), I can barely tell the difference between the "High" and "Very High" settings unless I really concentrate.