Crysis full game

No i never said that, you assumed i did, and i had some fun poking your head, it have been a great fun indeed, expecially seeing you and Obakan trying to coinvince me that those screens are not v.high when they are indeed as stated by him in another forum:LOL:

:LOL:! I knew it!
I Have to say that I have had lots of fun especially when whe Nebula anwers to you......and how you answer back:LOL:
I have to thank you for the entartainment and no Peter.NOrth you havnt proved anything about the downscaled VS the "non-downscaled" screenshots, you have proven that there´s difference in Very-high graphics between the demo and the full game (I noticed the "pre-release demo" in the corner of the screenshots)!:D
Thanks for the entartianment!:LOL:

Glare in the shine of victory my friend Nebula.:LOL:
 
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Lol Obakan dont make my jaw dislocate! But I think it is enough otherwise this thread will end up "dirty"! ;)

By the way ayone got the r_TexMaxAnisotropy= to work in the game? I know that it worked for the beta mp demo but final and sp demo it dont. Maybe a combination of things or disable something to make it work?

EDIT: Lol the troll was banned (both accounts he made!) and all his posts deleted.... pure ownage! :LOL: :LOL: :cool:
 
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Lol Obakan dont make my jaw dislocate! But I think it is enough otherwise this thread will end up "dirty"! ;)

By the way ayone got the r_TexMaxAnisotropy= to work in the game? I know that it worked for the beta mp demo but final and sp demo it dont. Maybe a combination of things or disable something to make it work?

I fully agree:D.

Check out InCrysis forums they often have some interesting discussion regarding AA and AF.
 
I was playing with some settings and their perfomance impact. For example r_SSAO can be set to 0 for a few more fps at the slight cost of some type of shadows getting a tad brighter/"washed out".

Also some variables to improve the graphics a bit more...

e_particles_recieve_shadows=X (0=off 1=on)(Makes the particle effects recieve shadows on them, looks very good when smoke trails recieve shadows on them giving a very good looking effect)

v_deformable=X (0=off 1=on)(have not tested this fully out with explosives and such but it should enable partial terrain deformation, most likely the same as in Far Cry which made 3D holes on the ground)

r_Rain=X (0=off 1=default quality 2=highest quality)(quality for the rain effect)

cl_fov=X (default 60)(changes the filed of view, might need the variabel sv_cheatprotection=0, works in atleast singleplayer mode)

e_shadows_water=X (0=off 1=on)(makes objects above water cast shadows under the water)

pl_zeroGParticleTrail=X (0=off 1=on)(should create particle trails for projectiles in 0-G levels)

i_iceeffects=X (0=off 1=on)(not tested but it should create a special effect for weapons/bullets in ice levels)

r_VSync=X (0=off 1=on)(enables/disables vsync, off by default)


Other variabels I haven't tested yet.

v_ragdollPassengers=0/1
e_voxel_make_shadows=0/1
r_Texture_Anisotropic_Level=0-16 (?)
r_TexturesFilteringQuality=?
 
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Amazing screenshtos Nebula!
And thanks for the commands list.
I´m also playing at hard difficult setting and It´s definitely not "a walk in the park" ( I´m on the second level:LOL:).
 
Those screens are way too vivid for my liking. I like the original, more realistic tone more. It's not supposed to be some far away fantasyland after all.
 
Those screens are way too vivid for my liking. I like the original, more realistic tone more. It's not supposed to be some far away fantasyland after all.

It is not for everyones taste but I like it that way. You can of course change 'vivid' level by just tweaking the r_HDRLevel. Default is 0.6 and the eye-adaption light strentgh can be changed to for a softer light transition.

Also there is the possibility to have a high level of r_HDRLevel setting but reduce color intensity, meaning making the colors look more 'pale' for a more realistic look. Meaning you preservethe improved lighting but dont have 'vivid' colors! :D
 
I absolutely love this game so far. No screenshots... too busy having fun just playing the game.

I've never been one to just "run and gun" through games, so I'm playing a lot of stealth on this one. Haven't once picked up the shotgun, as that would require a fast-paced, up close and personal fighting style, and I'm just not into that. I do enjoy sneaking up on the occasional guy for the "grab and toss", though.

I think I'm probably at around 10 hours of playtime so far, and I've just finished level 5 (according to thecrysisgameDOTcom, there are 11 levels).

The only issue I've had so far with bad AI was at the end of the Relic level (level 2 I think?).
I scanned the woods with the binocs and located the 4 enemies in nano-suits. Moved around into a good position so I could take out the first one and have some cover to not be spotted by the other guys.

I put a shot into the back of his head... he didn't die, which is fine... figured his suit was armored as well. But he didn't really react to the shot. He groaned, as any rational man would upon being shot, but that was it. He didn't look around, jump for cover, try to find me, etc. Just stayed there. 4 shots in a row, same thing happened. Finally I just opened up and sprayed the guy... THEN he reacted.

Overall awesome game so far, IMO.
 
Regarding using anisotropic in the game I just found out htat it doesnt work if parallax occlusion mapping is enabled. To use anisotropic you have to write either in the console or in the system.cfg file r_UsePom=0 to disable it. Now anisotropic will work!

And reagarding the amounts of shadows in this game.... ridicolous incredible. I have never seen a game pull this many shadows and the next best isnt even close in any way (STALKER?).
Just type r_shadows 0 in the console ingame and see how everything that makes something darker is shadows. I thought it was shading for such large dark areas but it was all shadows...w00t just incredibly amazing! :oops:

...dang the more one playesthe more one sees graphics of the future in this time for PC! :oops:
 
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Regarding using anisotropic in the game I just found out htat it doesnt work if parallax occlusion mapping is enabled. To use anisotropic you have to write either in the console or in the system.cfg file r_UsePom=1 to disable it. Now anisotropic will work!

And reagarding the amounts of shadows in this game.... ridicolous incredible. I have never seen a game pull this many shadows and the next best isnt even close in any way (STALKER?).
Just type r_shadows 0 in the console ingame and see how everything that makes something darker is shadows. I thought it was shading for such large dark areas but it was all shadows...w00t just incredibly amazing! :oops:

Yeah, it took me a long time to figure that out. Recently I've been playing with POM off and Aniso set at 8x through the control panel. It's unfortunate, since their use of POM is very good and it doesn't seem to affect my performance much.

And I agree, the pure amount of shadows is quite impressive. In most places the resoultion is very high too. The only place I noticed a problem was later on in the mine shaft, where it seemed like they were using low-res (512 x 512?) shadowmaps for the point light sources.
 
Yeah, it took me a long time to figure that out. Recently I've been playing with POM off and Aniso set at 8x through the control panel. It's unfortunate, since their use of POM is very good and it doesn't seem to affect my performance much.

And I agree, the pure amount of shadows is quite impressive. In most places the resoultion is very high too. The only place I noticed a problem was later on in the mine shaft, where it seemed like they were using low-res (512 x 512?) shadowmaps for the point light sources.

Yeah it is a pity gave some real nice depth to the terrain and other stuff. But anisotropic filtering just adds more to the graphics.

Have not yet reached that level but all or msot shadows should be 1024*1024 at high. One can change it though to have higher (have not tested yet) with e_shadows_max_texture_size=X and set it to 2048 or 4096 (4096 may make the game unplayable) and that may up the lower res ones to like in the cave!
 
Yeah it is a pity gave some real nice depth to the terrain and other stuff. But anisotropic filtering just adds more to the graphics.

Have not yet reached that level but all or msot shadows should be 1024*1024 at high. One can change it though to have higher (have not tested yet) with e_shadows_max_texture_size=X and set it to 2048 or 4096 (4096 may make the game unplayable) and that may up the lower res ones to like in the cave!

I'll have to try that out, thanks!
 
This game is excellent. can't wait to play full candy. i still haven't encountered the aliens yet. but im having a BLAST screwing around and doing my thing. contrary to EP2 for the moneywise.
 
Regarding using anisotropic in the game I just found out htat it doesnt work if parallax occlusion mapping is enabled. To use anisotropic you have to write either in the console or in the system.cfg file r_UsePom=1 to disable it. Now anisotropic will work!

Well thats crap! Both of those effects are high up my list :cry:

Personally I would go with POM but its a real shame I can't have both. High resolution should help with AF a bit though.
 
There's no way I'd play this with POM off, it adds so much to the engine, along with the water and lighting being one of the truly incredible visual parts of the game.
 
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