The engine supports MSAA. There is a tool alt. make custom config to disable edge AA and enable MSAA in Crysis 2.
This, combined with a low amount of texture cache on GPU.Most likely something as texture units read from RAM not EDRAM.
Certainly not in the DX9 version...
Might be externally forced after disabling edge AA. Some are playing it that way with MSAA.
http://www.neogaf.com/forum/showpost.php?p=26761937&postcount=7106
Also AFAIK Extreme is r_PostMSAA=2 + r_UseEdgeAA=3, there's no FXAA for sure.
[default]
; default of this CVarGroup
= 3
r_DepthOfField=2
r_MotionBlur=2
r_sunshafts=1
r_UseEdgeAA=1
r_Flares=1
r_Coronas=1
r_colorgrading=2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred=100
r_MotionBlurMaxViewDist = 100
r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 1
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0055
r_HDRBloomMul = 0.7
[1]
r_UseEdgeAA=0
r_RainMaxViewDist_Deferred=40
r_MotionBlurMaxViewDist = 16
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 2
[2]
r_RainMaxViewDist_Deferred=100
r_MotionBlurMaxViewDist = 64
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 2
con_restricted=0
g_skipIntro=1
cl_fov=75
pl_movement.power_sprint_targetFov=75
i_mouse_accel=0
i_mouse_smooth=0
r_motionblur=2
cl_zoomToggle=1
r_TexMaxAnisotropy=16
cl_crouchtoggle=1
g_enableInitialLoginScreen=0
r_UseSoftParticles=1
r_DepthOfFieldBokehQuality=1
r_Fur=1
r_pointslightshafts=1
r_WaterReflectionsQuality=3
r_HDRTexFormat=1
e_CoarseShadowMask=1
e_GIGlossyReflections=1
e_GISecondaryOcclusion=1
e_ParticlesCoarseShadowMask=1
e_ParticlesLightsViewDistRatio=512
e_ShadowsCastViewDistRatioLights=2
e_ViewDistRatioPortals=100
e_LodCompMaxSize=20
e_DynamicLightsMaxCount=1024
e_TerrainDetailMaterialsViewDistXY=4096
e_TerrainDetailMaterialsViewDistZ=256
e_RecursionViewDistRatio=2
ca_FacialAnimationFramerate=30
ca_FacialAnimationRadius=60
ca_cloth_air_resistance=1
es_DebrisLifetimeScale=8
g_muzzleFlashCullDistance=50000
g_rejectEffectCullDistance=800
g_corpseUnseenTime=300
g_corpseManager_maxNum=20
g_corpseMinDistance=200
g_corpseMinTime=300
g_breakage_particles_limit=250
r_DynTexMaxSize=155
r_DetailDistance=40
r_VegetationSpritesTexRes=128
r_TexAtlasSize=4096
r_UseParticlesHalfRes=0
r_UseMergedPosts=3
r_RainMaxViewDist_Deferred=200
e_LodRatio=40
e_LodCompMaxSize=20
e_TerrainLodRatio=0.2
e_RecursionViewDistRatio=2
e_TerrainDeformations=1
e_GIIterations=32
e_GICache=0
e_GsmCastFromTerrain=1
e_ShadowsSlopeBias=1
r_ColorGradingChartsCache=0
r_DynTexSourceSharedRTHeight=512
r_DynTexSourceSharedRTWidth=512
r_DynTexAtlasDynTexSrcSize=32
ai_DynamicHidespotsEnabled=1
e_ViewDistRatioLights=100
r_GeomInstancing=1
r_DepthOfFieldStencilPrepass=1
r_ReflectionsQuality=3
r_WaterCausticsDeferred=2
e_VegetationBending=2
gpu_Particle_Physics=1
g_battleDust_enable=1
i_lighteffects=1
e_LodMin=0
e_Lods=0
e_MaxViewDistSpecLerp=2
e_ObjQuality=4
e_OcclusionCullingViewDistRatio=2
e_ProcVegetation=1
e_VegetationSpritesDistanceCustomRatioMin=2
e_VegetationSpritesDistanceRatio=3
e_ViewDistMin=20
e_ViewDistRatio=200
e_ViewDistRatioCustom=200
e_ViewDistRatioDetail=200
e_ViewDistRatioLights=100
e_ViewDistRatioVegetation=200
e_streamCgf=0
r_RainMaxViewDist_Deferred=200
e_ParticlesQuality=4
e_ParticlesEmitterPoolSize=8192
e_ParticlesMaxScreenFill=256
e_ParticlesMinDrawPixels=1
e_ParticlesObjectCollisions=2
e_ParticlesPoolSize=16384
e_PhysFoliage=2
g_joint_breaking=1
e_GsmCache = 0
e_GsmLodsNum = 5
e_GsmRange = 3
e_Shadows = 1
e_ShadowsCastViewDistRatio = 1.6
e_ShadowsMaxTexRes = 2048
e_ShadowsOnAlphaBlend = 1
r_ShadowBlur = 3
r_ShadowJittering = 3
r_PostMSAAEdgeFilterNV=0
I`d like to, but need to register =(Finally something to destract from
the boring Crysis talk . This is a must read ...
http://www.gamesindustry.biz/articles/digitalfoundry-motorstorm-apocalypse-tech-interview
I noticed just now - didn't realise that this was Eurogamers sister site. Hopefully Eurogamer itself will host it soon as well.
Some of it..
http://www.eurogamer.net/articles/digitalfoundry-the-making-of-motorstorm-apocalypse
No numbers for the dynamic resolution?
This one is big. I think its for the first time used in-game. Is there any chance for inside of the milliseconds GPU/CPU cost?We also massively beefed up our particle system this time round, improving the sorting and adding ribbons for missile trails. We've always used lower-resolution buffers for our particle rendering, but this time round we added geometry aware up-sampling to virtually eliminate the haloing of particles around solid objects that you would sometimes see.