Comparison Screenshots "ultra" Dx11+ High tex. vs Extreme

Post » Wed Jun 29, 2011 6:18 pm

Comparing Extreme with "normal Textures with "ultra" Dx11 with High Textures, these shots are shot at random locations, which should not be subjected to biased comments, they are simply screenshots of the actual game without "touched up" locations. First displayed will be Extreme followed by Ultra w/Dx11.
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NIloufar Emporio
 
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Post » Wed Jun 29, 2011 1:41 pm

Nice :)
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Gen Daley
 
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Post » Wed Jun 29, 2011 7:57 pm

bump for the top
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Niisha
 
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Post » Wed Jun 29, 2011 6:05 am

I would so build a PC right know to play this game in DX11 but I am waiting for the next generation cards and CPUs to come out so that my bulid for BF3 is cheaper. I am buliding a PC for BF3 not Crysis 2 but I will have to play both on high with all glitter effects blinding my eyes. :) Oh, I so love PC gaming.
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Yonah
 
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Post » Wed Jun 29, 2011 7:46 pm

meh, 2 460's and a quad core will let you play this at a constant 30fps, this is actually more taxing than Crysis 1, just people dont realize it yet, Crysis 1 I get 60fps 70% of them time, now in Crysis 2, 60fps isnt even achievable if I look at the floor. By that I mean Blast max settings.......
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Lakyn Ellery
 
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Post » Wed Jun 29, 2011 3:38 pm

It's not as taxing as crysis 1 for me on my 480 and i7 960@3.8ghz

although i will agree its more taxing to the point where it stresses ALL your components, more than any other game

see this thread and everyone whos overclocks made there pc unstable while playing crysis 2 lol

https://secure.gamesas.com/forums/viewtopic.php?f=40&t=33246
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Darlene Delk
 
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Post » Wed Jun 29, 2011 10:51 am

Just what i asked for, it looks like we have a new Dx11 Benchmark Title :)
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Sophie Morrell
 
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Post » Wed Jun 29, 2011 5:17 am

Where are the realtime reflections? I see none :/ They're not on the water or walls or anything. Yes I have installed all three patches and have an i7@4ghz with gtx 460sli@850/2000 Yes everything is enabled (as far as I know) Edit: Yes, w7, ssd, 64bit (just so people don't just say SYSTEM svckS LOL!)
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Andy durkan
 
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Post » Wed Jun 29, 2011 1:10 pm

@JayJapanB

they are not implemented very well ,and are not "Everywhere" only in a few select spots that i am yet to find :) lol
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No Name
 
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Post » Wed Jun 29, 2011 4:33 am

Where are the realtime reflections? I see none :/ They're not on the water or walls or anything. Yes I have installed all three patches and have an i7@4ghz with gtx 460sli@850/2000 Yes everything is enabled (as far as I know) Edit: Yes, w7, ssd, 64bit (just so people don't just say SYSTEM svckS LOL!)


Hey grumpy nuts, real time reflection #1, CELL armor, go look at one right now, his armor has real time reflections, glass is another one, so is water, rain puddles, ceph ships, propane canisters, anything that should have a gloss sheen has RTR. I hope you didn't expect the whole world to be made of chrome did you?
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Rebecca Clare Smith
 
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Post » Wed Jun 29, 2011 7:22 pm

Where are the realtime reflections? I see none :/ They're not on the water or walls or anything. Yes I have installed all three patches and have an i7@4ghz with gtx 460sli@850/2000 Yes everything is enabled (as far as I know) Edit: Yes, w7, ssd, 64bit (just so people don't just say SYSTEM svckS LOL!)


Hey grumpy nuts, real time reflection #1, CELL armor, go look at one right now, his armor has real time reflections, glass is another one, so is water, rain puddles, ceph ships, propane canisters, anything that should have a gloss sheen has RTR. I hope you didn't expect the whole world to be made of chrome did you?

The puddles and cell for me still have cube mapped :/ Also sorry if I came across as grumpy. I just get a bit sick of "update your drivers", "your system might not support dx11" and "Are you sure you've installed the patch" answers :P I didn't expect heaps, but I haven't seen any. Usually I'm not one to say "I can't see a difference :S" with every subtle graphical update, but here I really can't.
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Chloé
 
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Post » Wed Jun 29, 2011 4:31 pm

Cell clothing still has satin urban camo, just armor platings and helmets now have realtime relections, look for a red propane canister, check it if its shiny now. Maybe your just overlooking this, little details where installed, but they make a huge diffrence when noticed. Like when I discovered CELL soldiers now have Facial expressions.

https://secure.gamesas.com/forums/viewtopic.php?f=40&t=33202
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Lizzie
 
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Post » Wed Jun 29, 2011 3:41 pm

Cell clothing still has satin urban camo, just armor platings and helmets now have realtime relections, look for a red propane canister, check it if its shiny now. Maybe your just overlooking this, little details where installed, but they make a huge diffrence when noticed. Like when I discovered CELL soldiers now have Facial expressions.

https://secure.gamesas.com/forums/viewtopic.php?f=40&t=33202

Maybe the Cell armour is and I haven't seen a propane canister in a while but I thought water would have it, and the chrome bumpers on the trucks. Also the water puddles. Those little details would make a huge difference. The world (in crysis 2) does have ALOT of shiny stuff, I just thought there would be more real time reflections. Dude, I notice the shadow hardening in dx11 stalker. I expected to notice these reflections.
Edit: Notice shader aa is better in dx11? (for transparencies at least)
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Alessandra Botham
 
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Post » Wed Jun 29, 2011 8:18 am

Very subtle differences - DX11 scenery a bit overexposed (too bright, pale colours)
DX11 worth it? me thinks not really.
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Nick Pryce
 
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Post » Wed Jun 29, 2011 11:33 am

These pics at are just gaming distance, once you get 3 inches off the floor you cansee the improved visuals, but overall..........Dx9 wont hurt the experience to much :) its just optimized to well to pass.
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Javaun Thompson
 
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Post » Wed Jun 29, 2011 7:43 am

All setting are on extreme and as well all setting are on ultra ?

Both extreme setting and ultra have DX11 + high res textures ?
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victoria johnstone
 
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Post » Wed Jun 29, 2011 8:29 am

All setting are on extreme and as well all setting are on ultra ?

Both extreme setting and ultra have DX11 + high res textures ?

Extreme has "normal" textures, while the ultra shots have Dx11 and high Textures enabled.
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TRIsha FEnnesse
 
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Post » Wed Jun 29, 2011 5:00 am

I've gotta say the differences are barely visible. The DX11 does add slight visual polish but at a heavy cost to FPS - heres hoping that the next set of gfx card drivers can add some optimisations.
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CArlos BArrera
 
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Post » Wed Jun 29, 2011 6:13 pm

Hah, the screenies prove that I'm not the only one with those results.

The graphics between DX9 and DX11 with better textures aren't dramatically different, there are now more realistic depth in the ground and bricks, more definitive shadows(maybe?) and better lighting in some areas(not shown in the screenies) and of course, with better water animation. But the differences are nowhere near "mind blowing" for sure. a few of these screenies looks the same to me, especially the taxi and the sunny street with the red truck.

Crytek's optimization of DX9 performance is much more impressive in my opinion, I'd give them credit for that. But the DX11 and enhanced textures? Well...not enough to blow my mind.
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Susan Elizabeth
 
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Post » Wed Jun 29, 2011 11:59 am

Well I spent a good portion of the night last night playing through some of the campaign again and it was somewhat of a mixed bag. In some areas I noticed a BIG improvement in lighting and shadow work, mainly in lighted corridors. The biggest improvement that I noticed throughout was the particle effects. A lot more soft smoke and dust clouds that would seem to naturally move in the air. Debris would kick up and during large scenes would surround you in a dust cloud.

I also noticed that the bloom effect wasnt as pronounced as before, such as your weapon skin which seemed to get swallowed by bloom before. I really like this change!

Another is the compressed burts of smoke that leaves the weapon when you have a silencer attached. Before when you fired your weapon looking down a scope with a silencer, the smoke would be so thick that you couldnt see what you firing at. With Direct X11 turned on, it softens the smoke, and the smoke rolls away from the weapon through the air much faster which helps in visibility. Much more realistic!!

Its subtle changes that I constantly see that make for a better play through which are easy to miss if you dont take the time to really look and compare. I am a fanatic about things like this so I will stay in one area for some time messing with the environment to see what changes I can spot.

Yes people, I am a nerd :)
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KRistina Karlsson
 
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Post » Wed Jun 29, 2011 4:02 pm

For me soft smoke was one of the best aspects, I hated that DX9 hard edged smoke on 1st playthrough.

I don't know if you've noticed but there is a document on the news page "Making of DX11 Upgrade", worth reading and has some good comparison shots.
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Kara Payne
 
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Post » Wed Jun 29, 2011 8:18 pm

Yes for our eyes, there may have been little improvement visually, but the wire frames in the background are making our rigs scream, you'd be surprised the amount of processes that are going into tessellation. Observe.

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Stephy Beck
 
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Post » Wed Jun 29, 2011 4:53 am

So for someone who has a DX11 ready system... I need to download the 1.9 patch (obviously), then the DX11 pack, then the HiResTexture pack? or does the DX11 incorporate the HiRes Pack? DX11 is 500mg. or so but the HiRes is 1.7GB!
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Theodore Walling
 
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Post » Wed Jun 29, 2011 7:08 am

Where are the realtime reflections? I see none :/ They're not on the water or walls or anything. Yes I have installed all three patches and have an i7@4ghz with gtx 460sli@850/2000 Yes everything is enabled (as far as I know) Edit: Yes, w7, ssd, 64bit (just so people don't just say SYSTEM svckS LOL!)


Hey grumpy nuts, real time reflection #1, CELL armor, go look at one right now, his armor has real time reflections, glass is another one, so is water, rain puddles, ceph ships, propane canisters, anything that should have a gloss sheen has RTR. I hope you didn't expect the whole world to be made of chrome did you?
Coolguy hes right... there aren't real time reflections on all things... there are on certain surfaces but not on puddle drops not on cars and such... and especially not on building glasses... Maybe its a bug or something but there arent real time reflections where there should.
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Farrah Lee
 
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Post » Wed Jun 29, 2011 5:40 am

Let me say how Crytek puts it, Real Time Local Reflections, it only reflect things in close proximity, and kinda like i said, only things that should have reflections have them, drop something yellow near a puddle, the puddle will reflect yellow.
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Monique Cameron
 
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