"Our innovative real-time GI solution was not fully complete/robust on consoles yet, it still had visible issues/artefacts which we ran out of time to address," Sousa confirms, going on to explain that as development on Crysis 2 came to end, console resources really were being pushed to breaking point, and something had to give.
"On consoles all milliseconds and memory counts, so at end of this project we made the tough decision to disable it for consoles. We still have a very simple and coarse GI approximation on consoles, where our art department fully controls the look, meaning we pay couple of milliseconds on areas where it is actually making a significant visual contribution."