Retail Graphics

Post » Fri Jun 03, 2011 12:16 am

Hi guys!

http://www.4shared.com/file/vdKEoMGB/graphics.html

its a pretty lame choice of area to take the pictures but I wanted to at least give you some.

The graphical names is High, Very High and Extreme ^^

High = 90 fps
Very High = 87 fps
Extreme = 65 fps

Asus P6t
i7 920 @ 2.67 ghz.
XfX AMD HD 6950 2 gb(flashed to 6970 2 gb)
6 gb Corsair XMS
Cooler Master 520 w

I will bring more pictures!


EDIT..
The game runs on DirectX 9 on all settings.

EDIT!

http://www.4shared.com/file/c_v0iMfA/GRaphics3.html

MORE PICTURES!

and even more!!
http://www.4shared.com/file/4L8tnnDl/lolz.htm

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Céline Rémy
 
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Post » Fri Jun 03, 2011 1:11 pm

cant you just use tiny pic or photobucket?
dont wanna dl nothing
AND USE AFTERBURNER so we know which dx version it is(crossing fingers hope all 3 arent dx9)
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Joey Bel
 
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Post » Fri Jun 03, 2011 10:19 am

Differences are nothing. There is way more difference between Ps3 and 360 than between the lowest and highest settings on PC it's just such a narrow band.

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Nicholas
 
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Post » Thu Jun 02, 2011 9:23 pm

is this in DX10 ?
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Marguerite Dabrin
 
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Post » Fri Jun 03, 2011 5:07 am

those 3 screenshots look almost similiar to me :( (except of very very small details)

please take some shots standing outside
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Kelly John
 
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Post » Fri Jun 03, 2011 5:55 am

those 3 screenshots look almost similiar to me :( (except of very very small details)

please take some shots standing outside

Nvidia said there are more than twice as many polys so what did they do subdivide the wall into more flat polys? Can anybody see any differences in the geometry I see none.
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Charlie Ramsden
 
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Post » Thu Jun 02, 2011 9:11 pm

so lets put those screens together!

hard is: one box, no graffiti
very hard: no box, one graffiti
extreme: one box and one graffiti

WTF im so happy that i bought a GTX 580 because without that **** box i wouldn't enjoy the game!
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Alex [AK]
 
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Post » Fri Jun 03, 2011 1:19 am

so lets put those screens together!

hard is: one box, no graffiti
very hard: no box, one graffiti
extreme: one box and one graffiti

WTF im so happy that i bought a GTX 580 because without that **** box i wouldn't enjoy the game!
Hahaha Props XD
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Melanie Steinberg
 
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Post » Thu Jun 02, 2011 11:01 pm

Seriously, can someone point out the big differences because I cant find any. I'm contemplating going on the lowest setting just to get the FPS boost, since they all look the same.
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Bek Rideout
 
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Post » Fri Jun 03, 2011 12:43 pm

Seriously, can someone point out the big differences because I cant find any. I'm contemplating going on the lowest setting just to get the FPS boost, since they all look the same.

Well you can't see much in those screenshots (since they are indoor) but from the Demo confirmed are on low settings:
a.) clear loss in water quality
b.) clear loss in terms of lighting
c.) No motion blur or Anti Aliasing
Can't think of any others right now, but there are others.
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April
 
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Post » Fri Jun 03, 2011 6:27 am

here guys
http://i56.tinypic.com/2zsw76a.jpg
http://i55.tinypic.com/348hpwh.jpg
http://i56.tinypic.com/m7tfyv.jpg
worst to best
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Luna Lovegood
 
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Post » Fri Jun 03, 2011 2:38 am

CE3 graphics command specifiction is super strange.
Crysis2 Low have DoF, HDR, OMB, etc... and textures are same on all setting.
Crysis2 Low is Crysis1 High except object & water setting.
So upper setting can't make difference except few thing.

What a stupid specifiction. This makes very bad scalability.
I can't understand what they thought.

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dean Cutler
 
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Post » Thu Jun 02, 2011 10:39 pm

is it dx9 or 10????
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Sam Parker
 
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Post » Fri Jun 03, 2011 12:14 am

lmfao it looks exactly the same. sad.
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TRIsha FEnnesse
 
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Post » Fri Jun 03, 2011 4:47 am

Being an owner of a high end PC and a member of this forum is just about as much fun as banging your head on a brick wall. Why do we torture ourselves?

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Aman Bhattal
 
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Post » Fri Jun 03, 2011 1:21 am

Hey I know how to use cfg files to enable Very High Settings (they were there in the beta...try it).

In system.cfg, add this:

Code:
sys_spec=4

And then add a veryhighspec.cfg in the root folder for Crysis 2 (or whatever folder system.cfg is in)

And in this file add (probably won't make a huge difference because they're waiting for the DX11 patch to enable it), but try it anyway. raqed my frame rate in the beta.

Code:

;//Force Defined Resolution & Enable VSync//
r_width=1920
r_height=1080
r_VSync=0


;//Multi GPU & Multi Threading Settings//
r_MultiGPU=0 ; 0: Disable
             ; 1: Enable if 2 GPUs present (SLI/CF)
r_MultiThreaded=2 ; 0: Disable
                  ; 1: Force Enable
              ; 2: Auto


;//Force VeryHigh Spec (hardcoe)//
sys_spec_full=4
sys_spec_Quality=4
sys_spec_ObjectDetail=4
sys_spec_Shading=4
sys_spec_VolumetricEffects=4
sys_spec_Shadows=4
sys_spec_Texture=4
sys_spec_Physics=4
sys_spec_PostProcessing=4
sys_spec_Particles=4
sys_spec_Sound=4
sys_spec_Water=4
sys_spec_GameEffects=4
e_ObjQuality=4
q_quality=3
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderWater=3
q_ShaderFx=3
q_ShaderPostProcess=3
q_ShaderHDR=3
q_ShaderSky=3
q_Renderer=3


;//Anisotropic Level Settings//
r_TexMaxAnisotropy=8
r_AnisoMax=8
r_AnisoMin=8


;//Precache, Shader & Threading Tweaks//
sys_preload=1 ; Preload Game Resources
ds_PrecacheSounds=1
e_PrecacheLevel=1
e_PrepareDeformableObjectsAtLoadTime=1
r_ShadersAsyncCompiling=3 ; 0: off , 1: on, shaders compiled in parallel, missing shaders rendered in yellow
                                   ; 2: on, shaders compiled in parallel, missing shaders not rendered
                           ; 3: on, shaders compiled in parallel and precached
r_ShadersAsyncMaxThreads=4
r_ShadersUtikstanceLookUpTable=1
r_ShadersPreactivate=1
e_AutoPrecacheTexturesAndShaders=1
e_AutoPrecacheTerrainAndProcVeget=1
e_AutoPrecacheCgf=1 ; Auto precache CGF render meshes. 1: precache all mehes around camera,
                                                     ; 2: precache only important ones (2x faster)

                                       
;//Enable HW geometry instancing/Fur rendering/Motion Blur merged with DOF//
r_GeomInstancing=1
r_Fur=1
r_UseMergedPosts=3 ; 1: fastest mode (half res rendering)
                   ; 2: full res rendering mode
               ; 3: quality mode, hdr + fullres                                 
                                       
                                       
;//Animation Tweaks//
pl_pickAndThrow.delayPlayerAnimations=0
ac_animErrorClamp=0
ac_clampTimeAnimation=0
ac_clampTimeEntity=0
ag_forceInsideErrorDisc=0
ca_UseAnimationsCache=1
ca_AnimWarningLevel=0
ca_disable_thread=0


;//View Distance & Ragdoll Settings//
e_LodRatio=20
e_LodMin=0
e_LodMax=0
e_ViewDistRatio=150
e_ViewDistMin=70
g_corpseMinTime=70
g_corpseUnseenTime=10
g_corpseMinDistance=80


;//Texture & Streaming Settings//
e_TerrainTextureStreamingPoolItemsNum=64
e_VoxTerInGameTextureStreaming=1
g_hitDeathReactions_streaming=2
r_TexturesStreaming=0
r_TexturesStreamingMaxRequestedJobs=512
r_TexturesStreamingMaxRequestedMB=8
r_TexturesStreamingResidencyEnabled=1
r_TexturesStreamingResidencyThrottle=1
r_TextureLodDistanceRatio=0
s_FileAccess=0
sys_budget_streamingthroughput=65536
sys_budget_numdrawcalls=9000
sys_budget_soundchannels=64
sys_budget_sysmem=4096
sys_budget_videomem=896
sys_enable_budgetmonitoring=0


;//ShadowGen & Physics Settings//
e_ShadowsResScale=3.9 ; Default (2.5), increasing improves shadow clarity casted by some objects
;NOTE: Setting e_ShadowsResScale any higher will cause a lockup on the Hive map!
e_ShadowsSlopeBias=0 ; Default (4), ShadowGen slope bias.
                     ; When set to 0, all casted shadows are rendered properly *Removes shadow artifacting*
e_ShadowsOnWater=1
g_breakage_particles_limit=200
e_ObjectLayersActivationPhysics=1 ; Allow creation of free physics for objects


;//Color Correction preset for Global Illumination//
r_HDRTexFormat=1 ; 0:low precision/faster
                 ; 1:high precision
r_HDRForceUpdateTextures=1
r_HDRBrightLevel=0.65
r_HDRBrightOffset=15
r_HDRBrightThreshold=1
r_HDRLevel=5
r_HDROffset=8
r_EyeAdaptationBase=0.18
r_EyeAdaptationFactor=0.75
r_EyeAdaptationSpeed=1


;//Global Illumination preset for Color Correction//
e_giamount=0.45
e_giblendratio=0
e_gicache=30
e_gicascadesratio=4
e_giglossyreflections=1
e_giiterations=20
e_gimaxdistance=850
e_ginumcascades=5
e_gioffset=0
e_girsmsize=64
e_gisecondaryocclusion=1


;//Depth of Field Settings//
r_DepthOfField=2 ; 1: SimpleDOF, 2: HDR TOD-DOF
r_DepthOfFieldBokeh=1 ; 0: Isotropic
                      ; 1: Spherical
r_DepthOfFieldBokehQuality=1 ; 0: 32 samples
                             ; 1: 64 samples
r_DepthOfFieldStencilPrepass=1 ; Enables DOF stencil prepass


;//Reflection Quality & Caustics Settings//
r_WaterReflectionsQuality=3 ; 0: terrain only
                            ; 1: terrain + particles
                     ; 2: terrain + particles + bushes
                            ; 3: everything
r_ReflectionsQuality=3 ; 0: terrain only
                  ; 1: terrain + particles
                  ; 2: terrain + particles + bushes
                  ; 3: everything
r_WaterCausticsDeferred=2 ; 0: off
                          ; 1: enable
                    ; 2: enable with stencil pre-pass
r_WaterCausticsDistance=200


;//Decal Settings//
ca_UseDecals=1 ; 1: Enable Character Decals
               ; 2: alternative method of calculating decals
****=0 ; 1: Enable smart hit cache for bullet hits (some decals may not show)
e_DecalsOverlapping=1
e_DecalsLifeTimeScale=350
e_DecalsNeighborMaxLifeTime=350 ; new decals force old decals to fade in ? seconds
e_DecalsRange=150
e_DecalsForceDeferred=1
r_DeferredDecals=3


;//Audio Settings//
s_SpeakerConfig=2
s_FormatType=3
s_PrecacheData=http://www.mycrysis.com/forums/1
s_MusicStreaming=2


;//Misc//
e_VegetationBending=2 ; Enables moving trees



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Averielle Garcia
 
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Post » Fri Jun 03, 2011 4:01 am

yea crytek failing hard
you have to join this site to be part of the mp
yet we have 1 person from crytek really...
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Leah
 
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Post » Fri Jun 03, 2011 1:50 am

Still you can see why there are no advanced options. It all looks the same so whats the point?

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Lily Something
 
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Post » Fri Jun 03, 2011 8:51 am

Wow the textures at very high are sharper than the textures at extreme...normal?? And where the hell are the advanced graphics options?
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Tamara Primo
 
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Post » Thu Jun 02, 2011 9:29 pm

here guys
http://i56.tinypic.com/2zsw76a.jpg
http://i55.tinypic.com/348hpwh.jpg
http://i56.tinypic.com/m7tfyv.jpg
worst to best

How bout some OUTDOOR pics? Because the game is mainly OUTDOOR? LOL
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Samantha Pattison
 
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Post » Thu Jun 02, 2011 10:27 pm

dx9 or 10 man? you post screens (which we appreciate) then you disseapear
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elliot mudd
 
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Post » Fri Jun 03, 2011 12:49 am

Wow the textures at very high are sharper than the textures at extreme...normal?? And where the hell are the advanced graphics options?

I think you're right I hadn't noticed that.
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Mark
 
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Post » Fri Jun 03, 2011 1:58 am

i just took the pics op has and put on tiny pic
you as khim
and to use afterburner
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Prue
 
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Post » Fri Jun 03, 2011 7:39 am

here guys
http://i56.tinypic.com/2zsw76a.jpg
http://i55.tinypic.com/348hpwh.jpg
http://i56.tinypic.com/m7tfyv.jpg
worst to best

How bout some OUTDOOR pics? Because the game is mainly OUTDOOR? LOL

I think we can't see difference except object view dist/LOD... lol
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dean Cutler
 
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Post » Thu Jun 02, 2011 10:36 pm

Is someone going to try my method to use Very High? It worked in the beta and should work now...
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Nicole Coucopoulos
 
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