improve the quality of graphics in the game.
The use of tessellation with Parallax Occlusion Mapping and POM, are notable differences in the game, which
almost everywhere that you go through the game you realize the differences and rich in detail, the walls,
floor and some objects like trees, rocks and aliens.
Some of these effects were seen in the first Crysis, a game that was three years ahead of its time and visually
surprised everyone by its graphics. Crysis 2 finally does the honors in overcoming its predecessor in
implement the technologies and features of the first Crysis, improving them completely, and implementation of new features like Tessellation of the current generation DX11.
To demonstrate a litte of the differences (thousands over the course of the game), I decided to make a comparison of some enabled features on and off to show those who have not yet seen the proportionate differences with changes of the new patch.
![Image](http://framebuffer.com.br/wp-content/uploads/2011/06/C2_DX11_POM_1.gif)
![Image](http://framebuffer.com.br/wp-content/uploads/2011/06/C2_DX11_POM_2.gif)
![Image](http://framebuffer.com.br/wp-content/uploads/2011/06/C2_DX11_TESS+POM_1.gif)
![Image](http://framebuffer.com.br/wp-content/uploads/2011/06/C2_DX11_TESS+POM_2.gif)
![Image](http://framebuffer.com.br/wp-content/uploads/2011/06/C2_DX11_TESS+POM_3.gif)
![Image](http://framebuffer.com.br/wp-content/uploads/2011/06/C2_DX11_TESS+POM_4.gif)