Crysis 2 PC edition OT

Cryengine does some funky stuff in regards to CPU performance, If you go into the game directory there's actually a .cmd file to start a second CPU benchmark set in the later snow levels that's pure explosions and physics, It RAPES CPU's... Dropping the GPU setting didn't help my Phenom 2 at all.

And of course it will drop in the actual game, If you can manage 60fps as a minimum in a fly through with no AI, Particles, Explosions and physics running on the CPU do you really think you can still do that in the actually game with all the above things placing strain on the CPU?

Yeah I know what benchmark you're talking about, but I've never seen anything like that in the actual game.

I'm still thinking that it's the rendering which eats up most of the CPU in Crysis.
 
A multi-GPU solution does not accumulate of the available memory amounts of the boards. Most of the data is simply duplicated across the boards, so 3GB single GTX580 would still be a better choice for frame buffer limited cases.

:rolleyes: Like seriously...

http://www.evga.com/products/moreInfo.asp?pn=025-P3-1579-AR&family=GeForce 500 Series Family&sw=

Now in regards to minimum frame rate performance... See HERE

Believe me when I tell you it dropped into the low 20's at times when playing the actual game.

Yeah I know what benchmark you're talking about, but I've never seen anything like that in the actual game.

You're not playing Crysis right then :LOL:
 
A little gossip :

Microsoft at one point was considering attempting to acquire Crytek and make the German developer a first-party developer, reports Official Xbox 360 Magazine. "And the relationship with Crytek is a perfect example. The first time we met with [Crytek CEO Cevat Yerli] and the team was around seven or eight years ago, and we started talking about what it'd mean for them to become first party," says MS vice president Phil Spencer. "And it was a process of what do you guys want to do, what's unique for us, and they were just going to do Crysis, and they'd just come out of Far Cry, and we said we've probably got enough military future shooters, so go do that."
 
I have a little puzzlement with some cvars. Is it supposed to have SSAO turned off in the DX11 Ultra preset? Is it because the new SSDO is (apparently) enabled and is doing its shading on the surfaces?
When I turn on SSAO it appears to be acting, darkening the whole scene over the top of what SSDO is already doing. Sadly, the cvar group for SSDO is not recognised by the console and I can't experiment with it.
 
SSDO is an improved form of SSAO. I don't think you should run both at the same time (and I'm not even sure if the engine will allow that).
 
Is there something I'm missing besides the blows-out contrast levels?

Anyway, I'm new to this game. Is Crysis 2 by any chance buggy as hell? In the first level I fell through the floor, in the second level I couldn't pick up any guns, and now I'm stuck at a metal gate that's supposed to open up but unfortunately refuses to do so.

Yes, C2 is the buggiest game I have ever played. Watch out for the horrible scripting ans AI...
 
I didn't encounter any showstopper bugs during my playthrough, other than getting stuck on geometry, but I don't consider that a bug per se. More like sloppy level design/playtesting. Of course, that doesn't mean the game isn't riddled shock full of gigantic bugs. ...I just never saw any of 'em. ;)
 
I didn't encounter any showstopper bugs during my playthrough, other than getting stuck on geometry, but I don't consider that a bug per se. More like sloppy level design/playtesting. Of course, that doesn't mean the game isn't riddled shock full of gigantic bugs. ...I just never saw any of 'em. ;)


Then play multiplayer :LOL:

I went through SP without major issues at release, but multi will need some more work to catch up to CSS or even COD:MW2 looking at pure networking, player interaction aspect of it.
 
The screen-space reflections are very interesting:
ScreenSpaceReflections.jpg
 
Oh wow I didn't know the effect was limited to what was already rendered on the screen. I guess Screen Space should have tipped my off :)

I guess that explains the "it's buggy" comments though.
 
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