[QUOTE="ChubbyGuy40"]
Ugh don't remind me. I remember playing around with the leaked editor and man what a disappointment. From low to high it all was the same. Values never changed. Even the 360 uses mostly "high/extreme" of what the PC has. Same with PS3.
At least it ran well....no wait not as good as it should on low end hardware. I could max Crysis at 720p with my old 8800GT and dual-core AMD. Crysis 2 gets black screens and crashes on low settings, not to mention it runs like ****.
AnnoyedDragon
I see a lot of people claim it is better optimized.
At least with Crysis 1, I could see what was killing my frame rate. When I gave Crysis 2 a go, I watched my frame rate near half when maxing the settings, but it looked barely any different from minimum. It's like sacrificing half your frame rate for a 10% visual improvement, and I use the word improvement vaguely. What's embarrising about the so called DX11 patch, is some features it added already existed in Crysis 1 back in 2007, like parallax occlusion mapping. They're going to call parallax occlusion mapping a DX11 feature in Crysis 2, when Crysis 1 was doing it in DX9?
I personal detest blurry visuals, Crysis's visual clarity is part of what I appreciated from its graphics. Then comes along Crysis 2, that makes Blurzone 2 look clear. It's like Crytek thought if they blurred the image enough, people wouldn't notice how crappy its art assets were. It's as efficient for hiding visual imperfections as a tactical nuke for killing a mosquito, you're destroying the games overall image clarity to hide the fact that the fine details are bad. People argue Crysis 1's art assets weren't that good either, but it was done at a considerably larger scale. What's the excuse of a corridor shooter for having such terrible textures?
Textures are the foundations of graphics, they paint everything on screen. All the shaders in the world cannot make up for a muddy texture, but a sharp high detail texture let's you do less shader work for a better visual result. You don't need normal mapping to add fine details; when the fine details are already in the texture, so you can actually save performance in other areas by using better foundations. PC is a memory rich environment, but Crysis 2 was clearly designed for consoles memory constrained environment.
You can see the difference in approach in this comparison. In Crysis 1, all the fine facial details are stored in the characters facial texture. In Crysis 2, they have a low resolution facial texture; with a plasticy normal map adding finer detail. This is a stereotypical memory light console approach, transferring the work of detailing the face from memory (textures) to shaders (mapping).
I can't say it's better optimized, because there's not nearly as much going on. And because for a reason I already stated.
The DX11 "features" are a joke, especially the water shaders and rendering. It's still done best in Crysis 1. Man is it fun playing with the waves in the editor.
I hate blur with a passion. It's why I hate consoles because all the high-end games use it to hide crappy visuals. When KZ2 and KZ3 have their blur effects off, the game looks like something from 2005. EVERY TIME Drake moves in UC2, he's blurred. In L4D2 I can't even turn off the blur! In Crysis 2 I had to use Wasdie's editor to get rid of the blur. Now with the new patch it reset my cvar and the blur is back. It's hard to play the game after awhile. Even in games like The Witcher 2 I completely turn it off.
The only thing I remember bad about Crysis 1's textures were the rocks and the Nanosuit. Even DNF has better rock textures.
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