No need to say console owners are eagerly waiting to see what Crytek is capable of with Crysis 2, but until we can find out, here is a new trailer of the game. As you'll see, it's not always about finesse, but who cares when you're this strong?
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (2 Weeks ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (2 Weeks ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (2 Weeks ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (5 Weeks ago)
CraCra Y a un souci sur les forums ? (8 Weeks ago)
nostradamus very few with religious beliefs are naive or zealots, but for sure don't find amusing their beliefs being thrown in for clout. maybe STFU with that discourse? (11 Weeks ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
All comments (48)
but ok, probably this is pc-footage, console-versions will look a lot worse, maybe like Gears 3, Uncharted 3 or Killzone 3
Why couldnt they use an good orchestral track, even Crysis 2 music would be very good...meh.
I can't wait for the PC demo...and hopefully the PS3 :)
and HA HA... a shooters with vibrant colors, how is this possible?
seriously, who designed those squid heads. it wasnt enough that the game is set in uninspired-ville. but bad design as well...great combo.
looks nice tho, a damn sight better then the multiplayer demo. (hopefully it has SOME AA in single player) but WTF was with that angsty version of new york, new york...lol. want to sell something? make it emo.
seriously, who designed those squid heads. it wasnt enough that the game is set in uninspired-ville. but bad design as well...great combo.
looks nice tho, a damn sight better then the multiplayer demo. (hopefully it has SOME AA in single player) but WTF was with that angsty version of new york, new york...lol. want to sell something? make it emo.
My only complaint is they're skipping ahead in the plot. There's a major piece of the story missing.. and we're probably only going to experience it in the form of dialog or a cinema (if we're lucky).
Emo? LOL..
I wish they could continue the story with Nomad.
but ok, probably this is pc-footage, console-versions will look a lot worse, maybe like Gears 3, Uncharted 3 or Killzone 3
-pop-in
-massive aliasing issues
-low res. foliage and environment textures
I hope they fix all that before release :/ because it's far from the best gfx on consoles, which is what they promised and have far from delivered.
Also for promotional reasons they probably used a PC with console settings to get rid of V-Sync or Image Quality issues.
Go re-watch the "Invaders Must Die" video, it will look clean etc etc, but it was definitely console footage.
oh and the entire last half of Crysis was AWFUL! The game takes a major nose dive after the alien mothership level. I was actually listening to the GFW Radio archive last night and Shawn Elliot was saying how he felt the first half of the game was designed by a great team that had mastered opened ended FPS gameplay and the second half was designed by a CoD esque scripting team who just weren't as good (as the scripted stuff found in CoD single player games). He also talked about how much stuff was cut from the game due to minimum spec requirements. Worth a listen
--sys_spec_ObjectDetail=2
e_LodRatio=4
e_ViewDistRatioDetail=19
e_VegetationMinSize=0.5
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=120
e_TerrainOcclusionCullingMaist=130
--sys_spec_Shading=2
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderPostProcess=1
q_ShaderHDR=1
q_ShaderSky=1
q_Renderer=1
q_ShaderWater=1
r_SSAO=4
e_TerrainNormalMap=0
r_EnvTexUpdateInterval=0.075
r_TexturesFilteringQuality=2
--sys_spec_VolumetricEffects=2
r_BeamsDistFactor=0.5
r_BeamsMaxSlices=32
--sys_spec_Shadows=2
r_ShadowsUseClipVolume=1
r_ShadowJittering=1
e_ShadowsCastViewDistRatio=0.45
e_ShadowsOnAlphaBlend=0
e_GsmCache = 1
--sys_spec_Texture=2
r_ImposterRatio=1.5
r_DynTexMaxSize = 20
r_DynTexAtlasCloudsMaxSize = 8
r_DynTexAtlasSpritesMaxSize = 8
--sys_spec_Physics=2
e_CullVegActivation=30
es_MaxPhysDist=100
es_MaxPhysDistInvisible=15
e_PhysOceanCell=1
e_FoliageWindActivationDist=10
p_gravity_z = -13
e_PhysOceanCell=0
e_OnDemandPhysics = 0
--sys_spec_PostProcessing=2
r_DepthOfField=1
--sys_spec_Particles=2
e_particlespoolsize = 1536
e_particlesemitterpoolsize = 1536
e_ParticlesQuality=2
e_particlesMaxScreenFill = 16
e_particlesMinDrawPixels = 0.7
--sys_spec_GameEffects=2
g_corpseMinTime = 8.0
g_corpseMinDistance = 20.0
g_battleDust_enable = 0
p_max_substeps=2
-------------------
sys_flash_curve_tess_error = 4
r_HDRRendering = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=6
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85
r_EnvTexResolution = 1
r_TexSkyResolution = 1
r_DetailNumLayers = 2
r_DetailDistance = 4
r_TexBumpResolution=0
r_TexResolution=0
r_TexturesStreaming = 1
r_texpreallocateAtlases=0
r_TexturesStreamPoolSize = 90
r_ShadersUserFolder = 1
r_GeomInstancing = "0"
r_refraction = 1
r_ShadowBlur = "0"
r_SSAOQuality=1
r_SSAORadius=1.5
r_SSAODownscale = 1
e_CoverageBuffer = 1
e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
r_WaterUpdateFactor=0.25
e_WaterTesselationAmount=1
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=1.0
r_WaterCaustics=1
r_WaterCausticsDeferred=2
r_WaterReflectionsQuality=4
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
e_HwOcclusionCullingWater = "1"
r_WaterRefractions = 1
r_WaterCausticsDistance = 16
r_WaterUpdateFactor = 0.15
r_WaterReflections_Quality = 4
r_Width = 1280
r_Height = 720
e_LevelAutoPrecacheTexturesAndShaders = "1"
e_ShadowsSlopeBias=1.0
e_ShadowsMaxTexRes = "512"
e_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.3
e_StatObjMerge = "1"
e_GsmRange = 3
e_GsmRangeStep = 3
e_GsmLodsNum = 4 // shadows fix for elevator scene
e_DynamicLightsMaxEntityLights = 5
e_ParticlesPreload = 0
e_VegetationBending = 1
e_Clouds=1
e_StreamCgf=1
e_streamcgfpoolsize=24
e_LevelAutoPrecacheCgf = 1
e_TerrainAo=0
e_Dissolve=2
r_UsePOM = 0
e_SkyUpdateRate=0.2
e_ProcVegetationMaxSectorsInCache = 8
e_ProcVegetationMaxObjectsInChunk = 256
e_ProcVegetation=0//not needed for city
e_LodMinTris=150
;for performance reasons disabled, saved 1% frametime, decided with MartinM to disable it
e_VegetationUseTerrainColor = 0
e_ViewDistRatio=25
e_ViewDistMin=10
e_ViewDistRatioVegetation=12
e_ObjQuality=2
e_LodMin=0
e_CharLodMin = 1
e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1
e_GI = 1
r_PostProcessEffects="1"
r_UseEdgeAA = 1
r_MotionBlur = 2
r_SunShafts = 2
r_Glow = 1
r_beams = 0
r_coronas = 0 // unsuported on consoles atm
r_useSRGB = 1
--r_DepthOfField = 3
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_rain=2
r_RainAmount = 1.2
r_CustomVisions = 1
ca_MemoryUsageLog=0
ca_physicsProcessImpact=0
sv_gamerules = "SinglePlayer"
hud_startpaused="0"
sys_StreamCallbackTimeBudget=20000
r_ShadersAsyncCompiling = 1
--r_ShadersRemoteCompiler=1
r_ShadersPreactivate = 1
e_DynamicLightsFrameIdVisTest=2
e_DecalsMerge=0 // 0 = less memory allocations and stalls, but more drawcals
e_DecalsHitCache=1
e_DecalsNeighborMaxLifeTime=1
e_DecalsOverlapping=0
e_TerrainLodRatio = 2
e_TerrainTextureStreamingPoolItemsNum=32
e_LevelAutoPrecacheCameraJumpDist=0 // precache disabled for less loading time
e_ShadowsCastViewDistRatio=1 // less shadow popping in crysis and game04 areas
e_GsmCacheLodOffset=2 // shadow maps update frequentcy
r_FogDepthTest = 10
r_DeferredShadingLightVolumes=1
r_DrawNearZRange = 0.23 //temp solution for depth range for DRAW_NEAREST
r_DrawNearFarPlane = 80
p_max_mc_iters = 2000
r_DisplayInfo = 0
g_breakage_particles_limit = 40
p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_max_entity_cells=10000
log_AllowDirectLoggingFromAnyThread = 1
Biggest issue is the Q=shader bit...1 was the low setting in the PC version of Crysis. qshader 3 gives the best more superior visuals...Objectdetail 2 means low LOD...lots of pop ins :P