?In short, then, Xbox 360 benefits from a 12.5 per cent resolution boost
1024 vs 1152 in my calculation I get only 11.2 %
?In short, then, Xbox 360 benefits from a 12.5 per cent resolution boost
It's a 12.5 % increase from 1024, but of course 1024 is an 11.2% decrease from 1152.
Can you explain a little bit more?
Please
Thanks for explanation100 is a 30% decrease from 150, but 150 is a 50% increase from 100
This effort made our lowest specification equal in many aspects and even superior to CryENGINE 2 High specs. The biggest differences from Crysis 1 to Crysis 2 are the vastly improved dynamic lighting and shadowing and highly improved image quality. For this reason, the lowest available spec on PC in Crysis 2 is “High Spec” and the highest spec is “Extreme”.
The lowest PC spec, “High”, is almost the same as the spec used on consoles, besides per-platform differences, such as different texture formats for render targets and different normal map formats on PS3 due to lack of 3Dc support. PC specs also feature improved texture quality, since we do not use streaming for PC due to the vast memory resources available. Anisotropic filtering is enabled for all specs, while on PS3 it is dynamically adjusted and goes up to 16x anisotropic, and on Xbox 360 it is limited to 4x anisotropic in order to reduce the performance cost.
Such a technique is quite a novelty in the video game industry and it’s very likely Crytek will release improved versions as it has potential to also be merged with different techniques - for example, it’s currently also combined with Nvidia’s FXAA in “Extreme” spec, in order to improve quality further with sub-pixel accuracy results from post MSAA.
Such an approach works by accumulating sub-samples over frames and reprojecting them to the current frame. It should not be confused with “temporal antialiasing” commonly used on 60 fps games that simply do a linear blending and hence have ghosting for every pixel. The Post MSAA approach is very general and allows for a sub-pixel accuracy solution on all platforms at a cost of just 1ms on consoles, and less than 0.2 ms on PCs at 1080p resolutions.
Our GPU based occlusion buffer and conditional rendering allow us to significantly reduce the amount of drawcalls on consoles, thanks to a lower GPU and CPU overhead.
Although it is common practice for multiplatform engines to disable certain rendering features depending on hardware strengths or weaknesses, in CryENGINE3 most rendering code is designed to be general, shared and optimal for consoles. For example, all post processes use exactly the same code path. We also scale the quality up for higher PC specs.
To ensure a correct set-up, the user can follow these simple steps:
1. If the TV supports HDMI 1.3 or higher:
360: pick “Expanded” in console dashboard display setup, in reference levels
Ps3: enable “RGB full range” in console display setup
If incorrect settings are used, the brightness calibration icon might be always visible (too bright), resulting in a lack of contrast (insufficient darks) and visible (color) banding. This very likely also means the TV does NOT support HDMI 1.3 and higher, or is not properly detected by hardware.
2. If the TV does not support HDMI 1.3 or higher:
a. 360: pick “Standard” on console dashboard display setup, in reference levels
b. Ps3: disable “RGB Full range” in console display setup
c. If the user has the wrong setting, the brightness calibration icon will always not be visible, or almost invisible, resulting in crushed darks.
3. Another common mistake from users is not picking the correct resolution to match the display's native resolution, resulting in an additional image upsample from the TV. If the display monitor's native resolution is 1080p, the user should pick it as default on either XBox 360 or PS3.
Shadows are fully dynamic on all specs. A large view distance is used for the sun cascaded shadowmap. Shadows are updated every frame on PC and are amortized over frames on consoles. On PC high specs, almost every single light projector or main light source casts shadows. On consoles, the amount of lights casting shadows is limited for performance reasons.
100 is a 30% decrease from 150
33%, but who is counting
Interesting info about Crysis 2 features in this PDF.
http://crytek.com/sites/default/files/c2_ce3_key_rendering_features_final_2.pdf
I noticed the same thing.About the shadow offset, I noticed something...its not an issue with the offset, but rather the shadow cascade itself.
For example in this comparison:
http://images.eurogamer.net/assets/articles//a/1/3/4/2/7/9/3/new_ps3.bmp.jpg
http://images.eurogamer.net/assets/articles//a/1/3/4/2/7/9/3/filtering_360.bmp.jpg
The sandbags on the left don't have shadows on the PS3 shot, now this was mentioned to be an issue related to the offset, but when I played through that portion I noticed that the shadows did show up on the PS3 version in that specific area, its just that you need to be considerably close to those bags for the shadow to appear onscreen.
Jeez... the post AA it's even worsen of QAA on the ps3... I almost prefer there wasn't at this point...
Its not TAA.It seems like its Post MSAA.TAA can be very horrendous at times especially in that chopper battle level both indoor and outdoor. What's worse is the rough shadows and the in your face constant update, really reminds me of the annoying shadow updating in Assassin's creed games.
:smile: I am the same dot about it. But in different situations, I simply tend to look for and visit every spot of the map. I have a thing about that since a lot of time ago. Even so, I wouldn't look at those birds for about 10 minutes, but maybe it would clear my mind for awhile, as I sort of think too much.Looking at the screenshots, it looks like consoles are missing some of the really, IMO, jawdropping effects from the PC version. The flying birds, for example, don't cast dynamic shadow rays in the hazy air of the first level. Shame as I sat there just watching the birds fly around for like 10 minutes.
Regards,
SB