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Crysis: Where is your God now?!

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Oni

Oni-ni-Kanab;, Ninja Hippo eater Moderator
Joined
Apr 5, 2001
Location
St. Catharines, Ontario Canada
hmm have they even perfected the triple sli? how do u know its not slower that just dual. What kind of 8800's are they?
 
I wonder if its just the poor implentation of how its set up. NWN2 had graphical problems tnat even the best comps at the time couldnt accomplish even though there were half-a$$ed.
 
I wonder if its just the poor implentation of how its set up. NWN2 had graphical problems tnat even the best comps at the time couldnt accomplish even though there were half-a$$ed.

Nothing in Crysis is Half-assed ;)

But still, that is amazing that the best hardware cant run it at any sort of nice framerate (60+).
 
Three Ultras :)

38fps in Crysis is like 61 fps in other games :attn:

That said, Very High is nowhere near max settings, you can crank up everything way past vHigh settings! Messing with the settings is awesome! (I get the equivalent of vHigh graphics at 1600x1200 on my single 512MB 8800GT)

It's mostly the AA killing the frames though. :/

p.s. Scaling 2 years into the future is totally true for what they said. There are so many options to tweak...

All High: http://aycu21.webshots.com/image/37900/2004719630659672386_rs.jpg
Custom: http://aycu25.webshots.com/image/38424/2004734509402207716_rs.jpg

Here's the text for my "autoexec.cfg" settings if anyone cares :p

con_restricted = 0

r_width = 1600
r_height = 1200
r_VSync = 0
d3d9_TripleBuffering = 1
r_displayinfo = 0
r_driver = "Dx9"

g_useProfile = 1
e_particles_thread = 1
sys_budget_videomem = 1024
sys_budget_sysmem = 1536
sys_physics_CPU = 1

r_GeomInstancing = 1
r_MultiGPU = 1
r_ShadersAsyncCompiling = 1
e_vegetation_static_instancing = 1
e_hw_occlusion_culling_objects = 1
e_hw_occlusion_culling_water = 1
e_terrain_occlusion_culling = 1
r_TexturesStreaming = 0

e_screenshot_width = 5120
e_screenshot_height = 2880
e_screenshot_quality = 100
e_screenshot_file_format = jpg

s_SpeakerConfig = 5

r_HDRlevel = 0.6
r_HDRBrightOffset = 3
r_HDRBrightThreshold = 2
r_HDRRendering = 1
r_EyeAdaptionClamp = 2.5

e_obj_quality = 3
e_proc_vegetation = 1
ca_useDecals = 1
e_decals_allow_game_decals = 1
e_decals_life_time_scale = 2
e_lod_ratio = 4
e_lod_min = 0
e_view_dist_ratio_detail = 50
e_view_dist_ratio_vegetation = 55
e_vegetation_min_size = 1.0
i_rejecteffects = 1
e_vegetation_bending = 1
sys_flash_curve_tess_error = 4
e_view_dist_ratio = 60
e_max_view_dst_spec_lerp = 1
e_vegetation_sprites_distance_custom_ratio_min = 0.5
e_vegetation_sprites_distance_ratio = 1
e_detail_materials_view_dist_z = 128
es_DebrisLifetimeScale = 0.3
e_cbuffer_resolution = 128
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 100
e_terrain_occlusion_culling_max_dist = 100

i_lighteffects = 1
g_ragdollMinTime = 5.0
g_ragdollUnseenTime = 2
g_ragdollDistance = 25.0
g_battleDust_enable = 0

e_particles_quality = 3
e_particles_lod = 1
e_particles_max_emitter_draw_screen = 256
r_UseSoftParticles = 1
e_water_ocean_soft_particles = 0
e_particles_object_collisions = 0

e_cull_veg_activation = 50
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0.50
p_max_MC_iters = 5000
e_phys_foliage = 2
es_MaxPhysDist = 60
es_MaxPhysDistInvisible = 10
e_phys_ocean_cell = 0.2
e_foliage_wind_activation_dist = 10
g_breakage_particles_limit = 130
v_vehicle_quality = 3
p_max_substeps_large_group = 3
p_num_bodies_large_group = 30

r_PostProcessEffects = 1
r_MotionBlur = 0
r_Flares = 1
r_Coronas = 1
r_UseEdgeAA = 2
r_sunshafts = 1
r_colorgrading = 1
r_GlowScreenMultiplier = 0.2
r_WaterGodRays = 1

q_ShaderGeneral = 3
q_ShaderMetal = 2
q_ShaderGlass = 0
q_ShaderVegetation = 2
q_ShaderIce = 0
q_ShaderTerrain = 2
q_ShaderShadow = 2
q_ShaderFX = 2
q_ShaderPostProcess = 2
q_ShaderHDR = 1
q_ShaderSky = 1
q_Renderer = 2
r_LightsSinglePass = 1

e_sky_type = 1
e_sky_update_rate = 0.01
r_DetailTextures = 1
r_DetailNumLayers = 2
r_DetailDistance = 8
r_HDRRendering = 1
r_SSAO = 1
r_SSAO_quality = 2
r_SSAO_blur = 2
r_SSAO_radius = 2
r_SSAO_darkening = 0.3
e_ram_maps = 1
sys_flash_edgeaa = 1
e_vegetation_use_terrain_color = 1
e_terrain_ao = 0
e_terrain_normal_map = 0
e_max_entity_lights = 25
r_UsePom = 2
r_EnvTexUpdateInterval = 0.01
r_TexturesFilteringQuality = 2
r_HairSortingQuality = 0
r_FillLights = 14
e_particles_lights = 1

e_shadows = 1
r_ShadowJittering = 0.3
e_shadows_max_texture_size = 512
r_ShadowBlur = 3
e_gsm_lods_num = 5
e_gsm_range = 3
e_shadows_cast_view_dist_ratio = 0.6
r_ShadowsMaskResolution = 1
e_shadows_on_alpha_blended = 0
e_shadows_from_terrain_in_all_lods = 0
e_gsm_cache = 0

s_FormatSampleRate = 48000
s_CacheSize = 80
s_MPEGDecoders = 64
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1.0
s_ReverbType = 2

sys_LowSpecPak = 0
r_TexSkyResolution = 2
r_ImposterRatio = 1.7
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 50
r_TexAtlasSize = 1024
r_DynTexAtlasCloudsMaxSize = 24
r_DynTexAtlasSpritesMaxSize = 16
r_TexturesStreaming = 0

r_Beams = 3
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 200
e_Clouds = 1
r_CloudsUpdateAlways = 1

r_WaterRefractions = 1
r_WaterReflections = 1
r_WaterUpdateFactor = 0.001
e_water_tesselation_amount = 10
e_water_tesselation_swath_width = 10
r_WaterUpdateDistance = 0.2
r_WaterCaustics = 1
r_WaterReflectionsQuality = 2
e_water_ocean_fft = 1
q_ShaderWater = 3
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05

r_DepthOfField = 0
e_terrain_texture_lod_ratio = 1.5
e_terrain_lod_ratio = 1.5
e_detail_materials_view_dist_xy = 8192
e_terrain_normal_map = 0
r_TexturesStreaming = 0

And there's even more things you can change. :eek:
 
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I'm getting them now too!

Hold on a sec...

All High: http://aycu21.webshots.com/image/37900/2004719630659672386_rs.jpg
Custom: http://aycu25.webshots.com/image/38424/2004734509402207716_rs.jpg

Custom has godrays, water rays, longer view distance, better lighting, longer ragdoll effects, smaller "particle" size (Water, objects, collisions), enhanced plant rendering (lol), maybe a different algorithim for rending the ocean, and some other stuff...

Oh and this is in DX9 too! It's a real shame I can't record at that res, it looks amazing in action. I also don't mind the jaggies since my mind is always elsewhere :)

Edited above post as well.
 
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Hazaro, thanks for your custom config file, I'm using it now! :D Been looking for one as haven't had the time to go over it and do it myself unfortunately :)
 
It's not a bad thing that the best hardware we have today can't max out the game. It's not like Crysis just runs slowly for no reason. It still looks fantastic on medium or high settings. I'm glad game developers are pushing the hardware companies to create hardware that can max out their games.

I look forward to playing through Crysis again in a year or two on max settings! :D
 
Better CPU and one more generation of GPU plus a fourth one...and Crysis future proof will be over.;) I'll give it 6 months Nvidia and AMD just needed a market.

I mean why buy an expensive GPU if your games don't utilize it. Now we have a game.:)
 
The resolution that it was tested on was 1900x1200, and with AA, so that fps is pretty incredible actually.
I hate articles like these, link to the source, not to a blog that just copied the picture and inserted a few words of their own.
 
I hope they make really efficient use of Triple SLI. I *want* to spend money on my computer, I just don't want to waste money on it. If you are going to make us pay astronomical amounts for the best, at least make it worth are while. What good would a bank of 10x 8800 Ultras that gave you 100 FPS be if 2x 8800 Ultras could give you 50 FPS?
 
I remember when i got into some basic C++ programming about bragging to my friend that my program was "almost 1mb!". To me this implied something cool. His response, although a bit of a letdown, as very accurate: "Shouldn't you be striving for smaller programs?"

The point is, although the graphics are great in crysis, i'm not really sure why it should be celebrated that they are so taxing on our computers...
 
I remember when i got into some basic C++ programming about bragging to my friend that my program was "almost 1mb!". To me this implied something cool. His response, although a bit of a letdown, as very accurate: "Shouldn't you be striving for smaller programs?"

The point is, although the graphics are great in crysis, i'm not really sure why it should be celebrated that they are so taxing on our computers...
Yeah, what you say is true, but it's not like Crysis is so taxing on systems because it is poorly written. It is the most powerful and robust graphics engine available right now and looks fantastic. I think it is a different situation. They could have scaled it down so that it can be maxed on todays systems, but it wouldn't be as futureproof. We are celebrating the fact that a game looks so good and as hardware gets better, the game will only look better, we are not merely celebrating that the game brings our system to its knees.
 
Yeah, what you say is true, but it's not like Crysis is so taxing on systems because it is poorly written. It is the most powerful and robust graphics engine available right now and looks fantastic. I think it is a different situation. They could have scaled it down so that it can be maxed on todays systems, but it wouldn't be as futureproof. We are celebrating the fact that a game looks so good and as hardware gets better, the game will only look better, we are not merely celebrating that the game brings our system to its knees.

I don't pretend to know anything about the "graphics engine". What i do know is that i've seen this come up in 3 threads today and in everyone, and in every discussion area that these threads linked to, people are going "YEAH MAN CRYSIS KICKS *** BECAUSE NO COMPUTER CAN RUN IT!!!!!! WOOO HOOOO!"

That just doesn't make sense to me.
 
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